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Pros:
- Consistent critical strikes (Her passive paired with Deathbringer and
Rage, nuff said)
- Very high attack speed ( Vengeful Assault increases her attack speed by up to +80%)
- Good crowd control (Root, multi-target stun, and a slow)
- Decent movement speed (Vengeful Assault increases her movement speed by +20%)
Cons:
- No escapes
- Calydonian Boar is easily dealt with
- Little mobility (More with build 3)
- Poor minion clear
Still Target (Passive): she gains a critical strike chance buff on successful basic attacks, +5% per stack for 4 seconds (max of 3 stacks).
Transgressor's Fate (Ground Target):
Artemis places a trap on the ground, enemy gods within 5 units are rooted and dealt damage over time (DoT) for 3 seconds.
Vengeful Assault (Buff): increases her attack speed by up to +80% and her movement speed by +20% for up to 5 seconds.
Suppress The Insolent (Ground Target): she fires a rain of arrows on a selected location, enemies caught in it are damaged, and receive a 25% slow.
Calydonian Boar (Ultimate): Artemis summons a boar that charges the nearest god in its range, dealing damage and stunning them for up to 1.5 seconds, it will then continue to charge other enemy gods within range of its new location. It cannot hit the same god more than once, however if they use Sanctuary to avoid the damage, it will continue to charge them until it despawns after 6 seconds, or their sanctuary runs out.
Ninja Tabi/
Warrior Tabi: Most people go with Warrior Tabi for the additional +20 physical power, I prefer the +15% attack speed from Ninja Tabi, but either one works for the movement speed and damage that you need.
Transcendence: The mana from Transcendence (1050 with full stacks) is more than enough to keep you in the battlefield, while also granting physical power (65 minimum when at full stacks).
Devourer's Gauntlet/
Asi/
Bloodforge: Devourer's Gauntlet gives more physical power and base lifesteal than Asi, however the passive from Asi is amazing. At full stacks, Devourer's Gauntlet grants +55 physical power, and +25% lifesteal. Asi grants a flat +15% lifesteal, +20% attack speed, and +15 physical penetration. However, the passive from Asi grants an additional +25% lifesteal for 5 seconds (With a 15 second cooldown). Bloodforge grants +15% physical lifesteal, and +75 physical power, its passive grants a shield on kills and +20% movement speed buff for 20 seconds. I prefer Bloodforge over all of the others.
The Executioner/
Ichaival: These both give you even more attack speed, while helping you to deal more damage against enemy gods. The Executioner grants +30 physical power and +25% attack speed, its passive reduces the target's physical protection by 8% per stack (max of 4 stacks) for 3 seconds on basic attacks. Ichaival grants +30% attack speed and +10 physical penetration, its passive increases your physical power by +10 and reduces the target's physical power by -10 for 3 seconds on each successful basic attack (max of 3 stacks).
Deathbringer: This is a must have on most basic attack builds, granting +50 physical power, and +20% critical chance. Its passive increases critical strike damage by 40%. This paired with her passive and attack speed is ridiculous.
Rage/
Malice/Wind Demon: Rage grants +30 physical power, and +20% critical chance. Its passive increases your critical chance by +10% per stack (+60% max) every time you basic attack without a critical, stacks reset on a successful critical. Malice grants +50 physical power, and +20% critical chance. Its passive inflicts 75% of your physical power to your target as DoT on a successful critical. With the changes to Wind Demon with the release of patch 3.8, it is far more valuable for any basic attack build, not being locked as a anti-healing item. It grants +40 physical power, and +20% critical chance. Its passive increases your attack speed and movement speed by 20% for 5 seconds on critical strikes. I prefer Rage so I'm criting all of the time, but Wind Demon is better for playing aggressive, as it gives you increased attack speed and movement speed.
Odin: Since you have no escapes, Odin's
Ring of Spears is probably the death of you, locking you inside as an easy target for mages like
Hades,
Ah Puch,
Zeus, and
Poseidon, and hunters like
Hou Yi, and
Cupid
Hades: Again, the lack of escape makes it hard to get out of his
Pillar of Agony, so you'll need to run either Sanctuary, or Purification, however these both have a much longer cooldown than his ultimate does.
Loki: He can go invisible, and practically two shot you, so you need to play smart against him. If you see him go invisible, use your
Transgressor's Fate and stand on it, you can also use
Suppress The Insolent or
Vengeful Assault to try to locate him before he ganks. The best counter to his ultimate is to use your
Calydonian Boar to stun him, then shred him with Vengeful Assault.
Bellona: She can shut off your basic attacks with
Scourge which leaves you practically defenseless, the best thing to do is to keep your distance, and if she's chasing you, drop your Transgressor's Fate on the ground as you're running.
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
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I think you've got the general concept down, and I'm not saying anything against your general knowledge/skill...you're mastery X, you've got enough experience. That said, there are specific issues with the build that I'd like to point out, along with some preferences that I'll comment on...now keep in mind, I'm not anything close to an ADC master, just more of a theory guy in many cases. But it's good to understand the limitations of the build, and build efficiency is absolutely a thing. Considering some of the following, perhaps this could even improve things for you...?
One mention before we get into anything else.
With regard to Arena:
That said, it's important to consider the strengths of the individual god. For
Again, not saying what you're building isn't working for you...it obviously is...but consider trying out some of this other stuff...you might find yourself doing even better.
I don't find stacking an issue in arena, there are plenty of minion waves, as well as the easily accessible 6 jungle camps, and the 5 stacks gained per player kill. While yes, the mana is a little bit overkill, I find it good with
If I'm playing
I honestly never thought of this, I've been using
I use to run
I agree that
I never even considered
Thanks for the input, I'll definetly try out some of the things you mentioned, and I'll let you know how they go.
Regarding
Regarding
Regarding clearing, understood, and makes sense. The passive will help clearing in the early game. If you don't have any problems, you don't have any problems. I didn't know, so was just wondering.
Regarding the attack speed cap, yeah, when
Thanks for the clarification and explanation! Also, still suggest adding starting items for conquest builds, just to be able to show a complete sequence of items.
Edit: Oh, and since I mostly played Assault back in the day, I've always been concerned with sustain, so
My bad, I was rushing through my comment before I had to leave. Yes,
I agree that Wind Demon is a better standard for
I mostly play Arena and Joust, so
I will make sure to add starter items to the builds, and thanks for all of your suggestions.
For all of season 2, I used