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Artemis Joust Three Paths

1 0 6,914
by Kertic updated October 18, 2022

Smite God: Artemis

Build Guide Discussion 0 More Guides
Choose a Build: Bombardment
Bombardment AntiPersonelRounds Escape Hell
Tap Mouse over an item or ability icon for detailed info

Artemis Build

Start

Build Item Bluestone Pendant Bluestone Pendant
Build Item Transcendence Transcendence
Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads

Mid

Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Asi Asi

Late

Notes Rune forge replace blue stone as the synergy with your passive is better than the upgraded starter

Notes

Rune forge replace blue stone as the synergy with your passive is better than the upgraded starter

Build Item Shadowsteel Shuriken Shadowsteel Shuriken
Build Item Malicious Deathbringer Malicious Deathbringer
Build Item Runeforged Hammer Runeforged Hammer

Artemis's Skill Order Notes the reason to start with the extra suppression is for the damage creep if nothing else u can try to last hit it with this or kill a mage running away ect. and the speed up for running away but u can go with root instead if u want.

Notes

the reason to start with the extra suppression is for the damage creep if nothing else u can try to last hit it with this or kill a mage running away ect. and the speed up for running away but u can go with root instead if u want.

Transgressor's Fate

1 X Y
Transgressor's Fate
4 15 16 18 19

Vengeful Assault

2 A B
Vengeful Assault
3 8 11 12 14

Suppress The Insolent

3 B A
Suppress The Insolent
1 2 6 7 10

Calydonian Boar

4 Y X
Calydonian Boar
5 9 13 17 20
Transgressor's Fate
4 15 16 18 19

Transgressor's Fate

1 X
Artemis places a trap on the ground. Enemy gods coming within 5 units of her traps activate them, Rooting, Crippling, and revealing the enemy god while dealing damage every second for 3s.

Ability Type: Ground Target
Damage per Tick: 35 / 48 / 61 / 74 / 87 (+30% of your Physical Power)
Damage (Total): 105 / 144 / 183 / 222 / 261 (+90% of your Physical Power)
Root Duration: 2s
Max Traps: 4
Cost: 45
Cooldown: 14 / 13 / 12 / 11 / 10s
Vengeful Assault
3 8 11 12 14

Vengeful Assault

2 A
Artemis attacks at a furious pace, increasing her attack and movement speed significantly. Additionally, Artemis cleanses herself of slows and becomes immune to Slows for 0.6s when activated.

Ability Type: Buff
Attack Speed: 40 / 50 / 60 / 70 / 80%
Movement Speed: 25%
Duration: 3 / 3.5 / 4 / 4.5 / 5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Suppress The Insolent
1 2 6 7 10

Suppress The Insolent

3 B
Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged and are slowed.

Ability Type: Ground Target
Damage: 100 / 150 / 200 / 250 / 300 (+75% of your Physical Power)
Slow: 25%
Slow Duration: 2s
Radius: 15
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 9s
Calydonian Boar
5 9 13 17 20

Calydonian Boar

4 Y
Artemis summons the great Calydonian Boar on her enemies, doing damage to the nearest enemy god and Stunning them, and itself. The boar is immune until it hits the first god and then continues to charge other gods for its lifetime. Artemis is also immune to Crowd Control for 1.5s.

Ability Type: Area
Damage: 150 / 220 / 290 / 360 / 430 (90% of your Physical Power)
Stun: 1.1 / 1.2 / 1.3 / 1.4 / 1.5s
Boar Lifetime: 6s
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

Anyone whos played Artemis in joust knows both how powerful and useless Artemis can become depending on the enemy pressure and ally support. As a hunter with no escape to speak of in one of the most aggressive and cc heavy map types artemis is easily shut down without almost perfect ability to read both what your team is doing and the enemy.

This is all outside the knowledge required to adjust builds to different Team compositions and play style.

As someone that's played a lot of artemis I realized that ultimately deciding how your gunna get gold and kills and escape is vital to what u wanna do. there's no one kit for artemis because of her positioning needs.

And so you walk three paths.

Bombardment-this is a long range poke build designed around filling transcendence and relying on her suppression to hurt the back lane or take out the creep wave. If you don't think u can get close or have a mage that isn't going to be wiping the whole wave in a move etc. this is the build u want. I also recommend this if your new to artemis as its probably the least skill reliant build.

AntiPersonel-This is an odd one that requires good team work and being paranoid as hell. With little or no mp5 in the build and the lack of support to the suppression skill you must rely on player kills or the occasional creep kill as gold will be creeping in compared to other builds but the explosive return on fire power will allow u to practically destroy anyone mid to late game and with early kills even late-early game sees u turning the tank into a sponge. This is a very difficult build to use however and requires Extremely good judgment and DO NOT MISS! The slow fire rate means every shot counts.

Altered to match the resent change in my own build due to seeing this build here.
Don't mess with artemis https://www.smitefire.com/smite/guide/don-t-mess-with-artemis-9-7-27614

Artemis Marine(Escape Hell!)
It is a more traditional build for hunter relying on early dps gain to sustain fire and chew throw armor and the health pools. But in a game mode that has three enemy gods in lane ahead of you at all times this method is only good with an excellent team composition or if your just more familiar with high speed dps builds on hunters. But this is my altered version for jousts aggressive play.

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League of Legends Build Guide Author Kertic
Artemis Joust Three Paths
Table of Contents

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