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Your starting gear for the Devourer's build.
Leather Cowl is the recommended starter. The lifesteal added together with Spiked Gauntlet will give you some good early sustain. The passive will give you bonus attack speed when with your support, giving you +15% attack speed before you even have your boots built. This'll be incredibly helpful during the early minutes with clearing waves and any boxing you might do, as well as empower Vengeful Assault.
Has some Physical power to boost Suppress The Insolent's damage, and a slight amount of movement speed when your support isn't with you, which can help outmanouevre your opponent or escape / chase during those times.
Grab Spiked Gauntlet with Leather Cowl for decent early sustain and to begin your Devourer's Gauntlet, to be finished later.
Additionally, spend the last 300 gold on as many Healing Potion and/or Multi Potion as you feel comfortable with / want to bring with you. More potions = more potential to stay in lane longer but will set you back 50 gold each potion, so you'll need to farm slightly more as well.
If preferred, Death's Toll or Gilded Arrow are alternate starter items you can use. Read the items section of the guide for more information on these.
The standard Devourer's Gauntlet build. Solid, versatile build that's recommended. You may also opt to replace some of the items with items listed as possible replacement (or other items if you're feeling frisky).
The build order is interchangeable. You will always begin with building Devourer's Gauntlet into Ninja Tabi (or Warrior), but what you build after that will depend heavily on the situation at hand.
Tap each threat level to view Artemis’s threats
Tap each synergy level to view Artemis’s synergies
The various relics to be picked.
These items can be used as a replacement for items from the main build. If there is a "preferred replacement slot" for them, it'll be listed here, too. The main build will work fine, but everyone's tastes may vary, so these are your options.
These items can be used as a replacement for items from the main build. If there is a "preferred replacement slot" for them, it'll be listed here, too. The main build will work fine, but everyone's tastes may vary, so these are your options.
These items can be used as a replacement for items from the main build. If there is a "preferred replacement slot" for them, it'll be listed here, too. The main build will work fine, but everyone's tastes may vary, so these are your options.
These items can be used as a replacement for items from the main build. If there is a "preferred replacement slot" for them, it'll be listed here, too. The main build will work fine, but everyone's tastes may vary, so these are your options.
These are alternative starter items you can use if you prefer these over Leather Cowl.
Both of these starters each have 2 upgrades that are also strong and useful, depending on what you like, need, or what build you're going for. More information on these and their upgrades can be found in the items section of the guide.
Table of Content:
Additional information:
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Certified Season4 Top-Guide
This Artemis guide, "Artemis S4 Guide: The new hunting season!", was chosen as top guide for SmiteFire's very own Season 4 guide contest, taking the #1 spot in the hunter category guides. A huge thank you from me to everyone who has supported this guide from the start!
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Gameplay - Early, Mid, Late \\
// Summary \\ // Lore, Base stats, Changelog \\ |
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Gameplay - Early, Mid, Late \\
// Summary \\ // Lore, Base stats, Changelog \\ |
Description: Passive / Self / Buff Still Target is Artemis's passive. It is automatically active at any given time, and applies a buff to Artemis herself.
This passive allows Artemis to deal increased damage to enemies affected by Crowd Control. Artemis has 3 CC effects built into her own kit, and can use CC effects applied by teammates, too. This makes Artemis an increased threat to anyone who is affected by CC, which will play in your favour. It's effectiveness is partially depending on your teammates, and also on how well you can apply your own CC. |
Description: Active / Enemy / CC (root + cripple) / Damage Artemis' first ability is Transgressor's Fate. This ability provides a root and cripple (CC)* and damage. When activating this ability, it is placed in the form of a "trap" on the ground. Do note that this ability does not affect minions. Aside from being Artemis' main CC tool, it's a very good combo ability. It can be effectively used in a combo with Calydonian Boar as well as other forms of (hard) CC, provided by other gods.
This ability provides a decent amount of CC. However, the limitation of having maximum 3 traps up at a given time, the low damage, and the easy counter make this ability relatively weak and useless in most scenarios. If an enemy does walk in, however, they make for a nice and easy target for basic attacks. They're also vulnerable to your passive ability and/or other abilities. Be careful when placing this trap, as enemies who trigger it and take damage from it, will turn minion aggro** on you, regardless of where the trap was set off. This ability's main usage is only the root. The damage is too low to justify leveling this ability early. Because of this, this ability will be leveled last. Usage: How and when.
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Description: Active / Self / Buff Artemis' second ability is Vengeful Assault. This is the ability that helps Artemis a lot in the battlefield, due to the buffs it provides. When pressing this skill key, it is automatically activated for a short duration, applying the buffs immediately.
With this ability, you can allow yourself to chase/escape easier due to the movement speed, and deal high damage in a short time frame due to the high attack speed buff. As this is Artemis' main boxing tool, by it being a great buff ability, it is high on the leveling list. However, since Artemis is fairly weak during the early game, and you should only start fighting enemy gods later in the game, you should not level this ability first, but prioritize it second. Usage: How and when.
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Description: Active / Enemy / CC (slow) / Damage Suppress The Insolent is Artemis' main ability. You'll be using this ability throughout the entire game. It is your clearing ability as well as poking*** ability. It does damage, and CC's the enemy in the form of a slow.
This ability is what you'll be using constantly. It is fairly costly for Artemis' low base mana pool in that regard, increasing the need for mana items. Its low damage also make it a relatively "bad" idea to count solely on your abilities as Artemis, though it's not impossible. Artemis' main clear and poking ability. This has the greatest importance in your kit during general play, especially the early game, when you should take it safe and slow. By these rules, you should give this ability the highest priority and level it first. Usage: How and when.
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Description: Active (Ultimate) / Enemy / CC (stun) / Damage / CC immunity Calydonian Boar deserves a spot as one of the best Ultimate abilities in the game. The utility this ability provide is insane, for an already fairly powerful hunter as Artemis. This ability has the highest damage from all abilities available to Artemis, but on top of that also stuns all the enemies it hits. Because of this, it's usable in a variety of ways.
The stun is great for setting up kills for yourself or teammates. Since the boar acts as a pet, it can be used as mobile cover, aid in battle, etc.... There's a wide variety of ways to use this ability. As this is an ultimate, you cannot level it whenever. It is a very powerful tool, and since each level increases its decent damage and stun duration, it's very important to level this ability. Therefore, you should level this ability whenever it's available. Usage: How and when.
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Combo: Transgressor's fate + Basic attacks This combo is pretty straightforward. Simply cast and drop Transgressor's Fate anywhere in your vicinity*. Once an enemy triggers the trap, proceed to engage the target with basic attacks while the target cannot move. This will not only allow you to do more and easy damage, it will also stack your passive, increasing your critical hit chance and increasing your damage output even more. Estimated difficulty rating: MEDIUM. Reasoning: This combo is flagged medium not because it's hard to pull off, but requires some luck to be on your side. This combo cannot be executed as long as the enemy does not run into your trap, or you're to far out of range when the trap is triggered.
Combo: Transgressor's fate + Basic attacks & Vengeful Assault This combo is very identical to the first one, except that this time you will be combining Vengeful Assault with your basic attacks. Start the combo process as is described in the first combo by placing Transgressor's Fate anywhere in your vicinity. When an enemy triggers the trap and becomes rooted, activate Vengeful Assault and use basic attacks. The result will be identical to the first come, except that you'll attack faster and have more overall damage. Estimated difficulty rating: MEDIUM. Reasoning: This combo is flagged medium not because it's hard to pull off, but requires some luck to be on your side. This combo cannot be executed as long as the enemy does not run into your trap, or you're to far out of range when the trap is triggered.
Combo: Transgressor's fate + Basic attacks (& Vengeful Assault) + Suppress the Insolent (+ Basic attacks) Expanding on previous combo(s), this combo is almost identical to the previous ones, but uses Suppress The Insolent as well, to increase the damage even more at the end of the combo. Also, due to the slow Suppress The Insolent provides, you can then engage with basic attacks even more for the time being, as the slow will make hitting them easier. Estimated difficulty rating: MEDIUM. Reasoning: This combo is flagged medium not because it's hard to pull off, but requires some luck to be on your side. This combo cannot be executed as long as the enemy does not run into your trap, or you're to far out of range when the trap is triggered.
Combo: Calydonian Boar + Any above combo The title should explain this pretty well. Simply start by using Calydonian Boar. Approach your enemy, and drop Transgressor's Fate directly underneath them while they're stunned. From here, just continue the combo with one of the aforementioned ones. Estimated difficulty rating: EASY. Reasoning: This combo is flagged easy instead of medium. This is because once the enemy is stunned and immobilized it should not be hard to pull of any of the other combo's after it.
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The Words (*)
*CC: Or Crowd Control, is your ability to, simply said, control a crowd. This would mean having the ability to force something/somebody or mutliple objects/people into doing something as you demand it. **Aggro: Aggressiveness. "To pull Aggro": Making something/somebody aggressive towards you. ***Poke: To touch something/somebody gently. Usually done to cause a reaction. Mostly doesn't have any permanent/lethal consequences. In the context of SMITE this would be damaging enemies from a safe distance to force them to retreat. *Vicinity: An area, an area around a certain location. "Your vicinity": the area around you. *Zone / zoning: To zone something/somebody is to force them to take a certain path or to got to a certain area. A zone is a named area (e.g. "jungle" zone). **Gank: Similar to "flanking". To attack an (unsuspecting) enemy from the side or back. ***Split-push: To push (an objective) from different angles, forcing potential enemies/defenders to split their defenses. |
// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Gameplay - Early, Mid, Late \\
// Summary \\ // Lore, Base stats, Changelog \\ |
Leather Cowl is a starter item that can be upgraded to Hunter's Cowl at level 20.
Leather Cowl is probably the best starter item for Artemis, followed closely by Death's Toll if that's your preference. Leather Cowl provides 15 physical power, 10% physical lifesteal and 5% attack speed, along with a very good passive that'll help Artemis in lane both early and late game. Passive: Gain 10% additional attack speed when near an allied god. When alone, gain 5% movement speed instead. This will pretty much give you 15% total attack speed when you're laning together with your support. This will not only help with clearing minion waves, it'll also help with early boxing if the enemy duo is being particularly aggressive. When your support rotates, you will have 5% extra movement speed instead which, while not a lot, is always useful. Combining Leather Cowl with Spiked Gauntlet will give you a total of 20 physical power and 17% physical lifesteal in the very early game! Note that lifesteal is affected by the 30% global antiheal when you haven't damaged an enemy god recently! Upgrade: Hunter's Cowl is the straight improvement of Leather Cowl. It simply does the same thing, but with better numbers. This upgrade gives you 60 Physical power (up from 15), 15% lifesteal (up from 10%), and 20% attack speed (up from 5%). The passive is also improved, giving you a bonus 25% attack speed (instead of 10%) when near an ally, or 10% movement speed (instead of 5%) when alone! | |
Ninja Tabi is just the type of shoes that complement Artemis' playstyle. She can still benefit a lot from Warrior Tabi, however. Your choice of shoes comes down to personal preference.
My preference goes out to Ninja Tabi, for the attack speed boost it provides, as this works better with her Vengeful Assault throughout the early to mid game, and pairs well with Leather Cowl statwise. With Ninja Tabi and Leather Cowl, you could have up to 40% added attack speed by the time you just got boots! Aside from 25% attack speed, Ninja Tabi adds 20 physical power, 18% movement speed and 100 mana. Difference with Warrior Tabi: Less physical power (-20), more attack speed (+25%). Since the addition of Elixir of Speed, you may swap your boots in the late game for another item + the elixir, should you so desire to do so and have enough gold to spare. | |
This is your core item with the Devo's build. Devourer's Gauntlet is a very strong lifesteal item. The power it provides needs to be stacked in order to reach full potential, which is why you should buy it early. The power and good amount of lifesteal will help you sustain in lane, and increase your chances of survival during fights against enemy gods.
Evolved: When fully stacked, the item will be providing these stats:
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Death's Toll - This item will provide you with some early and lategame sustain. However, aside from some sustain, it doesn't provide much else early game. Its upgrades are both useful, each serving their own purpose:
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Ornate Arrow - This item is a bit of a double-edged starter. You'll deal more damage with your basic attacks, and its passive can make you earn gold faster and give you some attack speed to get more shots in, faster. The downside is that the marked enemy might tempt you into a dangerous position, or be simply unreachable otherwise, and you need to get the killing blow, so if your support gets the last hit (by accident or not), or your jungler came in for a gank and killed the marked minion, you won't benefit from this passive. Additionally, this item provides no sustain. You'll be relying on the bonus gold to buy more potions.
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Warrior Tabi acts as a replacement for Ninja Tabi if you chose this over the other. Both options work fairly well for her. Pick this up instead of Ninja if you prefer Warrior instead.
Compared to Ninja Tabi:
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Bloodforge is a luxury item. It's pretty expensive, but it also comes with some nice benefits. When playing Assault, you buy Bloodforge straight from the start for this very reason. In any other mode, you buy Devourer's Gauntlet first (due to it being a lot cheaper), and replace it for Bloodforge afterwards if you want.
Compared to a fully stacked Devourer's Gauntlet:
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Asi is a strong lifesteal item that can be bought in attack speed oriented builds, or if you need lifesteal asap but don't want / are too late into the game to stack Devourer's Gauntlet and don't have enough gold for Bloodforge. It can also be bought if you need lifesteal combined with all the other stats it provides.
Compared to a fully stacked Devourer's Gauntlet:
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This item is one that complement high attack speed gods/builds, or those who have a short progression chain ( Kali, for example). Since Artemis has an insane attack speed steroid, it being 80%, this item will still show a lot of benefit when built with her. For the most part, it's a pretty standard item, providing some power and attack speed.
However, there's the passive, and that is what makes Qin's Sais, Qin's Sais. The passive makes you deal a scaling percentage of your enemies' health points (scaling from 3 to 5%, depending on the target's maximum amount of HP), regardless of protections. If you're facing enemy gods who still seem to be a tower of indestructible force even though you've bought The Executioner and/or Dominance, pick Qin's Sais up. | |
The Executioner is a strong protection shred item that will temporarily remove the Phyisical protections of the enemy you hit with it.
The downside to The Executioner is that it needs to be stacked in order to reach its full potential. You apply one stack of The Executioner on a target for each basic attack you land on it, providing 7% protection reduction per stack, up to 28% at max stacks (4). Stacks are also per target, so if you switch targets, you'll need to apply the stacks again. Luckily, Artemis has the ability to land a lot of shots quickly, and can somewhat make up for the first few hits dealing lower damage thanks to her passive if the target is affected by CC ( Suppress The Insolent will work for this purpose). | |
A strong item that brings a variety of stats to the table. Featuring high Physical power, some mana, a good amount of MP5 and a hefty amount of Physical penetration, this is definitely a good item choice.
Compared to The Executioner:
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wind demon
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Wind demon is Poisoned Star's cousin, though it does almost the exact opposite. Instead of applying debuffs to your enemy, it applies buffs to you. It is an item that fits Artemis pretty well, though you have to be a bit wary when buying this item, as you may overcap attack speed.
If you do decide to purchase this item, it will give you more critical hit chance, and attack and movement speed. Compared to Poisoned Star:
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If you're going with critical hits, Deathbringer is almost a staple in your build. It provides Physical Power and increased Critical Hit chance, but will also increase the damage of your critical hits by 30%, and as such, is a strong pick in critical builds. However, one can replace is with another critical hit item if they want or need it.
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Fail-Not is another crit item that isn't seen all that often (from personal experience), but synergises extremely well with your ultimate, Calydonian Boar. Upon casting your ultimate, you and your allies will have 20% increased critical strike chance against the first enemy you hit. This can be lethal for the enemy that's now left stunned by your ultimate as you and your allies crit them to death!
On top of that, this item has some good base stats. It adds 40 Physical power, 10% Physical penetration, 20% Cooldown reduction and 10% critical strike chance. Note: Due to its low base critical strike chance, it is recommended that you pair it with either Rage or at least 2 other items that provide Critical Strike Chance. While it can achieve 30% Crit chance on its own, this only happens once per target, per ultimate cast, making it too unreliable as a standalone crit item or with only 1 other crit item that isn't Rage. | |
Poisoned Star is another critical hit item. It applies debuffs to the enemy upon landing a critical hit. It will slow them down and decrease their damage output by 15%, making this a great boxing** tool.
This item works extremely well with Artemis' passive, and is therefore highly recommended. The slowdown is CC, which will activate your passive and increase your damage by an additional 15%. | |
An "evolving" item, Rage sets you up with some power and 30% critical strike chance from the start. However, as you gain kills, the item will "evolve", increasing your critical hit chance with each kill you gain.
For every kill you get, Rage will get a stack, increasing your critical strike chance by 3% each stack. Max. 5 stacks. The total amount of critical strike chance is 45% after stacking, which is a lot. Recommended in case you find 40% from 2 critical hit items to be too low for your preference. | |
Shadowsteel Shuriken is a critical hit item with an anti-heal passive. It's a crazy combo but it's just about crazy enough to work! This item is a great pickup if you're going for a critical build while facing a team whose heals are giving you trouble!
Unfortunately, if you consider this item, you must have at least one other crit item for it to be worth it, otherwise the critical hit chance will be too low to reliably counter healing. Aside from critical hit chance and the anti-heal passive, it also has some attack speed and Physical power. | |
Toxic Blade is an alternative anti-heal option if you're not building for critical hits. (If you are, see Shadowsteel Shuriken instead). Toxic Blade applies anti-heal upon hitting basic attacks.
The anti-heal needs to be stacked, stacking up to 2 times and reduces the enemy's healing by 17.5% per stack, for a total of 35% anti-heal when both stacks are applied. A stack lasts for 6 seconds, and can only be applied through basic attacks, not abilities. It also brings the benefit of more health and attack speed, which will also help in combat, as well as movement speed which can help during escapes or chases. On top of that, the item also holds a flat 15 penetration. This would make this a valuable item to buy as an alternative option during the early to mid game in case a healer is bothering you. The downside of this item is that, aside from the penetration and attack speed, it doesn't provide much benefit to your offensive capabilities (no power). | |
Brawler's Beat Stick is another anti-heal option. This item brings some good offensive stats through a decent amount of Physical power and some flat penetration. As opposed to having anti-heal applied through basic attacks though, both normal or critical, this item only applies anti-heal through abilities. Suppress The Insolent is good for this. The anti-heal has an effectiveness of 35%, equal to Shadowsteel Shuriken and Toxic Blade.
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While not exactly the best item to pick, Runeforged Hammer still pairs well with Artemis. This particularly because the item's passive functions identically to yours, meaning that the enemies will take additional damage from your passive and the item as long as they're affected by CC (excluding Knockbacks, Blinds and Grabs)! It also adds a good chunk of Physical power and health, which will be helpful when boxing with the enemy.
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Apparently a controversial choice, but a choice that'll work nonetheless. Hydra's Lament brings some Physical power, Cooldown reduction and MP5 with it upon purchase, as well as a strong passive that you can utilise multiple times in combat.
Whenever you cast an ability, your next following basic attack will do 40% extra damage. This'll make an incredibly noticeable difference if you can weave a basic attack through all the abilities you would and should be casting in combat. A slightly less useful, but still helpful, additional passive is that this item will increase your MP5 based on your missing mana. | |
Odysseus' Bow is the pinnacle of attack speed items.
Sporting a whopping 40% attack speed, this item will boost your arrow-rate by a ton. Additionally, it has a lightning chaining effect that activates on every fourth basic attack. This lightning hits your target and 4 nearby enemies for 15 damage, +60% of your physical power. A good fit in lots of builds, but be careful not to exceed the attack speed cap by too much if you're not going Silverbranch Bow. | |
Ichaival is an item that fits well in attack speed builds such as a Qin's Sais or Silverbranch Bow build. It'll bump your Physical power up by 30 and your attack speed by 30% upon purchase.
When boxing an enemy, for each hit (basic attack only) you land, you gain a buff and the enemy you hit a debuff. This buff gives you an additional 15 Physical power and the debuff will lower the enemy's attack speed by 10%. This (de)buff can stack up to 3 times, giving you 45 Physical power at max stacks and lowers the enemy's attack speed by up to 30%. Stacks last for 5 seconds. Additional hits refresh the duration. | |
Silverbranch Bow is the item to get if you want to go all out attack speed. If you built a lot of items that add attack speed from this list, chances are you'll overcap attack speed, especially with Vengeful Assault active. In this case, it's a great idea to pick this item up too.
Adding another 30% attack speed, 30 Physical power and 10 flat penetration through its base stats, this is already a good item in and of itsself. With that comes a simple but potentially very powerful passive as well: For each 0.02 attack speed you go over cap, you gain 2 Physical power. This'll work extremely well when you consider all the attack speed items you might have, combined with your Vengeful Assault! |
Wards is something very important. It can and will save your life if you warded on the right spots, preventing ganks. As Artemis, you have no escape, so any gank that is attempted on you may prove fatal. Should you be in need of wards (e.g. high enemy jungler activity near your lane), then you should buy these. If the enemy jungler, or nobody on the enemy team for that matter, makes for any danger of sudden ganks, there is no immediate need to buy these and would be better off buying potions for sustain. Wards are also a good option to gain vision over important objectives, such as the Fire Giant and Gold Fury, so when the game reaches a point that these objectives become more relevant, usually mid game (Gold Fury) and late game (Fire Giant), consider buying some Wards and place them there. |
Sentry Wards are almost identical to Wards, with only 3 differences. 2 of these is that you can only carry one at a time, instead of 2 with the default Ward, and that they cost a bit more. You do, however, have the added bonus of being capable to find enemy wards with this. If you see an enemy ward being placed (upon enemy ward placement, if you're looking at it you can see the ward appear for a split second), use the Sentry Ward on that location and destroy it. This will make the passage a lot safer to pass through, since the enemy won't be able to see you, and if the enemy is unsuspecting of your actions, you may have just opened a backdoor, perfect for your assassin to go for a gank. |
Healing Potions are potions that will heal you over time when consumed. They heal 250 HP over 25 seconds, meaning 10 HP per second. You'll need these to heal back up from enemy poking, any minion damage you may receive, and any battles you get yourself into. Use these to stay in lane longer, as you will need as much farm as you can get, especially when playing Artemis, since you only start to become really strong when you get your items online. | Mana Potions are the mana counterpart of the Healing Potion. It regenerates mana instead of health, for a total of 150 mana over 25 seconds, meaning 6 mana per second. You buy these for the same reason as you buy Healing Potions: sustain, with the ultimate goal of being capable of staying in lane as long as possible and get as much farm as possible. |
Chalice of Healing is the chalice form of the Healing Potion. It heals for the same amount as the Healing Potion. The chalice only allows 3 uses per time, before you have to recall to the fountain, which is the limiting factor, since you can have up to 5 Healing Potions. You do, however, get infinite chalice uses once you've purchased it, since it'll refill for free every time you leave the fountain. The initial cost is higher, having the same cost as 6 Healing Potions, but in the long run this will save you a lot of gold since you don't have to re-buy Healing Potions every time. | Chalice of Mana is the chalice form of the Mana Potion. It heals for the same amount as the Mana Potion. The chalice only allows 3 uses per time, before you have to recall to the fountain, which is the limiting factor, since you can have up to 5 Mana Potions. You do, however, get infinite chalice uses once you've purchased it, since it'll refill for free every time you leave the fountain. The initial cost is higher, having the same cost as 6 Mana Potions, but in the long run this will save you a lot of gold since you don't have to re-buy Mana Potions every time. |
Purification Beads is an item that you should always attempt to get when playing Artemis, depending on the enemy team. If the enemy has almost no CC or no CC at all, or you do not feel like you'll need it (feeling lucky?), consider grabbing an alternate relic instead. The upgraded version of this relic decreases its cooldown. |
Aegis Amulet is a relic that will always be useful. It will make you invulnerable to damage for 2 seconds. It isn't stated, but it also cleanses any soft CC effects you may have on you at the moment you activate this relic, such as a slow. The upgraded version of this relic decreases the cooldown. |
This is the formerly called "Sprint". It gives a 20% increased movement speed to you and allies near you. This is a good option to attempt escapes, but is most effective when combined with Purification Beads or Aegis Amulet, since it doesn't make you CC immune. It does, however, give immunity to slows for the duration. You should not grab this relic unless nobody else on your team has it and Purification Beads isn't a necessity for you. If anybody else has this relic, or you need Purification Beads more, get Purification Beads instead. The upgraded version of this relic gives you a Fatalis effect while it is active. |
Horrific Emblem is the more offense oriented cousin of Heavenly Wings. Instead of applying buffs to you and your allies, it applies debuffs to your enemies. When used, all enemies within range will be slowed by 30% and their attack speed will be reduced by 15%. It has a cooldown of 120 seconds. These debuffs make it an incredibly strong relic to use in all sorts of situations, both for combat, chasing and sticking to an enemy, or even escaping. The downside is that enemies can cleanse this with CC immunity abilities or Purification Beads. The upgraded version of this relic reduces the attack speed from affected enemies by 25% instead of 15%, and additionally reduces the damage they deal by 15%, increasing its combat potential even more. |
Belt of Frenzy is a relic that any god that deals damage can pick up to amplify that damage even more. It is especially useful when used during a teamfight, as it can strengthen all allies and turn the tide of battle in an instant (or amplify it in case you were already winning the fight). Activating this relic will give you and your allies in range a 10% damage boost and a 15% attack speed buff for 5 seconds. Its upgraded version increases the duration to 8 seconds and additionally adds 10 penetration to all gods affected. |
// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Gameplay - Early, Mid, Late \\
// Summary \\ // Lore, Base stats, Changelog \\ |
Early game summary
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Farming: Yes
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Objectives: Limited
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Rotations: No
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Jungling: Limited
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Level: 1-9
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Mid game summary
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Farming: Yes
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Objectives: Limited
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Rotations: Limited
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Jungling: Limited
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Level: 10-15
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Late game summary
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Farming: Yes & No
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Objectives: Yes
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Rotations: Yes
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Jungling: Yes
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Level: 16-20+
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Gameplay - Early, Mid, Late \\
// Summary \\ // Lore, Base stats, Changelog \\ |
// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Gameplay - Early, Mid, Late \\
// Summary \\ // Lore, Base stats, Changelog \\ |
Stats
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Offensive
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Defensive
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Other
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Note: Numbers in parentheses are the amount gained at each level.
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February 3, 2021 [ Update 6 - V6.0 ]
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Gameplay - Early, Mid, Late \\
// Summary \\ // Lore, Base stats, Changelog \\ |
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"Since always, young Padawan, you're just blind."
And so it is. I never even noticed. Well thank you for notifying me. It has been removed.
Right there, as an option, in the "Offensive Items 1" box. It's also mentioned in the Items section of the guide, and in the notes on this specific section of items at the top of the guide (hover your cursor over the "Notes" button).
He mentioned it was better to go with one or the other.
Also, remember, she no longer has crit in her passive. Your last example build only has 40% crit chance. Is that reliable enough for you?
Therefore, I opted to have Qin's in the build as well to effectively deal with both.
If cost is an issue, there's a couple alternative items listed that you might opt to switch in in exchange for Deathbringer, or leave crit out altogether.
Price is less of a concern near the end game, though my preference would be to finish crits before picking up Qin's, just to make what I've already built efficient first. In a way, I see Qin's before 2nd crit as a similar concept to buying a T2 of one item, buying a T3 item, then going back and finishing that T2 off.
There isn't a "end all be all" build order for the two. Come to think of it, I'll add this to the notes.
Sorry, Zero, but I still don't think Hydra's is a viable option for her.
Hydra's Lament is taken out.
@Kriega1, I added your build in the guide, indicated as submitted by you.
Thank you both for your feedback!
Can be effective, though I do agree that for the Devo's build, O'bow or Qin's and for the Transcendence build WD may be more attractive choices, it still is capable of providing noticeable benefit and thus, listed as an optional. Personal preference here, I've had good success using it myself in the past, too.
If one feels they have enough attack speed from The Executioner + Vengeful Assault, one may opt for this change.
Its viability increases in the Transcendence build, where one would have built Asi + The Executioner, which combined with Vengeful Assault will provide sufficient attack speed for all scenarios.
Note that a swap is not required, but optional.
Also, thanks for giving a critique on my guide, I"ll be implementing those changes shortly since I have time now.
However, on my PC, it looks like this:
@Branmuffin17, @Bernardozomer: Thank you for your input in regards to bringing this to my attention.
2. You're welcome. Looking forward to seeing your changes.
Is this inconsistency a BB-Code or SF problem?
So is Artemis your main bae?Wow... so this is what a master BB coder's guide looks like. Impressive.
So is Artemis your main bae?Of course it is. Everyone at least must have one to keep them at least sane in this insane game and world.
*EDIT*: I usually don't call them main bae most of the time now. I call them waifu now.
Yes, this is what a good BB-coder's guide looks like. I don't want to claim this master title because, well, you never know.
Also think the item adjustments overall are solid. Still not fully convinced with Hydra's Lament holding down the example build's 6th spot (and you have to admit, the example build is what 90% of people will be using as "THIS IS THE BUILD YOU HAVE TO USE." But, okay okay, your reasoning behind it is fine...it's a good writeup of the item.
Curious on your experience and feel of getting Rage before The Executioner. Feel at the 3rd item spot, she's getting up in level enough that Vengeful will start to be leveled more and in combination with the AS from Exe, it'll allow her to start boxing much better. Rage, of course, is also great for boxing and works well with her passive, but her AS at that point will be somewhat slower if you get it before Exe. So...how does each feel in the 3rd spot, and what do you find are the advantages and disadvantages (other than facing tankier enemies and whatnot)?
Overall I'd say these items are interchangeable, and it mostly comes down to what you feel is most comfortable for you. If you prefer the early attack speed while sacrificing critical chance, you should get Exe, or if the attack speed doesn't bother you that much and you'd like some critical chance for some heavy hitters early on, Rage is your item of choice.
Personally, I usually take Rage third, as at this stage in the game, provided you don't get yourself in a bad position, enemies won't be able to kill you within seconds, allowing you to get out a good amount of hits regardless of attack speed, all the while the critical hits do large amounts of damage and can help you secure some early kills.
And of course, if they're a bit too tanky early on, Exe third.
PS: Glad you like the visual changes. Took a while getting the design to look good, and transfer all the information to their rightful places, and just typing the code in general. Also took some trying to get those quicktags ready (if you didn't know, the "Ability Description" and "Ability uses" is clickable. Primarily for lazy people.)
I finally updated this guide! Queue the party music!
I have a really great guide that a lot of users seem to use for reference, yet I've been procrastinating like a bear would be while he's hibernating. Do bears do that? I don't know, I'm not an animalologist. Yes, I just made that word up too.
Anyway, I'm a horrible human being for not updating this guide in so long, but I finally did it anyway. Yup-Yup!
Been thinking about Art lately myself. What do you think of, for a more traditional build, Ninja Tabi, Devourer's Gauntlet, Titan's Bane, Rage, Deathbringer, Odysseus' Bow?
Of course, with Vengeful Assault active, you'll be a bit above the AS cap, but worrying about cap and not being willing to go over will hurt her DPS when it's down.
Reason for this:
Anyway, thoughts?
[*]I was going back and forth between a Shuriken tree item and Rage, but in the end, felt 55-70% crit chance was just too difficult to pass up over 40-55%, and I wouldn't want to have to commit to a 3x crit build.
I personally like going with Wind Demon because it gives me the leeway to build Warrior Tabi. That's just me though, I haven't used Rage since they changed it, so I'll have to mess with it.
But if you haven't played with Rage, I highly suggest it. Once I started using it, I found it very difficult to go back to Wind Demon (depending on the rest of my build, of course). Now, with Art, she'll get better use out of WD compared to others, due specifically to her passive crit chance. But I think the item buffs really help shift things so that she can use the build I suggested well. I'm considering objective damage as a premium here.
I understand Warrior early for laning, but late, Ninja is usually just a bit better on overall DPS (as long as you're not blasting past the AS cap).
Anyway...try Rage? Let me know what you think. It's a great item now, and it gets her into crit at 400 gold less.
I am working on updating the guide to represent the latest changes, but I'm also doing a visual overhaul of the guide, the abilities chapter mainly, which slurps up quite some time.
I personally never use Odysseus' Bow, but I can see it work with Titan's Bane for increased objective damage and ~70% Critical hit chance. Add to that that Devourer's Gauntlet got buffed, your build is definitely solid.
Edit: One thing I would change is getting Rage before Titan's Bane, in most case scenarios anyway. Most enemies won't prove too difficult to take down in terms of defenses until 4th/5th item. I believe Rage will help increase her damage early against the enemy ADC, which you should aim to take down during the early game to delay their full potential as long as possible. I also wouldn't go for early tower pushing, even if an opportunity (seems to) show(s) itself. The only time I would recommend going for a tower in the early game is if you know all enemies are a a good distance away, but that's very unlikely unless they're all bunched up together, which would mean a teamfight is happening and you shouldn't be going for a tower in the first place.
+1 from me.