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VERY Thorough explanation at the end:
I usually only buy multi potion until I get Asi and then wards for the rest of the game.
Pick Asi before Rage if you are getting bullied, pick Rage if you think you can get stacks fast
Pick Silverbranch if somehow you are leveling up way more than your gold amount
As of lately, you will rarely even get to Hunter's Cowl (games end much faster)
VERY Thorough explanation at the end:
I usually only buy multi potion until I get Asi and then wards for the rest of the game.
Pick Asi before Rage if you are getting bullied, pick Rage if you think you can get stacks fast
Pick Silverbranch if somehow you are leveling up way more than your gold amount
As of lately, you will rarely even get to Hunter's Cowl (games end much faster)
Nothing different here. Even if it is an attack speed build, you need your three to clear minions and all the usual boring early game stuff
Tap each synergy level to view Artemis’s synergies
ALWAYS GET PURIFICATION is my rule.
The rest is by the situation and xZeroStrike has a way better explanation about the other relics
I always use this regardless (may be my problem)
So what if you are getting bulliest constantly? This build doesn't have alot of defensive flexibility sadly. Luckily there are some offensive/defensive options.
Shogun if you absolutely need the defense but luckily silverbranch makes that aura equal to 25 power.
Poison star if you can get at least one or two shots in to make space.
Magi cloak if it's cc hell and Mantle of Discord if you drop hp low often (synergies great with Asi and Artemis passive)
HOPEFULLY you only need to use shadowsteel.
If you can live without Asi (remember leather cowl has life steal) then toxic blade is an easy replacement
Again better analysis at the below but in general, you need a balance between penetration and power or else what's the point of sacrificing it all. The current lategame build is enough imo, avg of 650 dps against a 200prot enemy but these are the replacements I would suggest. Maybe you don't want wind demon proc or if they aren't hurting you too much take executioner over Asi.
Dominance is the new S8 favorite but the Executioner works with this build best.
More details below but it has potential to be better or worse.
Slightly less damage but being able to get your Endgame/Lategame build for $13150/$17650 is lowkey insane.
Hello, I am Hank. As of this guide I am account level 24. OKAY HOLD ON WAIT DON'T LEAVE. I am an MMORPG main and a numbers guy so at least let me prove my point on why this build isn't just good...it is GREAT (works on Apollo too but I don't like managing his passive).
So not only will I explain this build but I'll also compare its weaknesses and strengths compared to the generic examples of xZeroStrike's and Jakkyr's guides which are probably better than mine.
I won't really explain anything like how to play Artemis or the skills or whatever because honestly what I can do is explain how Vengeful Assault plays into this
Table of Contents:
TL;DR
First of all, I AM NOT trying to disregard the other 2 builds. They are obviously more experienced and better (I can't even play ranked yet). I just wanted to compare and show the benefits of each.
The build - mathematically does ALOT of damage is cheap; You want cheaper? Switch out Leather Cowl for Eye Of The Jungle, Want cheaper??? Switch out Asi for Devourer's Guantlet.
DPS difference is very small for the cowl vs jungle item. Asi is +150dps on low protection (less than 70) but -100 dps on high protection (greater than 300).
Flexibility of the build - actually not very so keep in mind it's weaknesses and how changing it up can be
Playstyle - you are Artemis, you auto attack, build crit, shoot fast and stay by teammates so you don't get cc-d a single time and fall apart worse than a paper boat through niagra falls. That being said you are much more reliant on Vengeful Assault
Other builds (in my opinion)- If you expect a short game xZero's build works best. If you expect a game where you think you'll be using Vengeful Assault as a pseudo escape or you expect to be alone alot? go Jakkyr. NONE OF THESE THREE BUILDS ARE BAD.
Leather Cowl - Fantastic starter item. Power, Attack speed, and life steal all in one with a little bonus that fits the situation. Duo lane boxing? Get more life steal. You need to GTFO because you are the only one alive? movement speed
Ninja Tabi - You are an auto Attacker but don't worry come endgame this correlates to more power :D
Asi - with the fall of Atalanta's Bow, Asi has been my fan favorite. In my eyes it is a weaker version of Atalanta's bow and Devourer's Guantlet BUT it combines both of them to make something better. Additionally, with Leather Cowl having lifesteal, this should be more than enough for the rest of the game. I like getting this as the third item because 15 pen in the early game can do wonders. Endgame the boxing potential is insane with a total of 65% life steal when you are in a pinch. The only thing that can really stop you is CC or being a bad player like me.
Alternative Item #2; Devourer's Gauntlet - you want to save money and have more reliable life steal this is your guy. You will do less damage then Asi for majority of scenarios but sometimes not as much. Early game we are talking 10s of less dps (depending on your stacks)
Lategame, it actually depends on the enemy protection.
<170 protection without steriods, Asi wins
<250 protection with steroids, Asi wins
End game, the thresholds are higher. Keep in mind this might not matter to you. Against 70 protection, Asi gets a higher auto attack dps of about 30 (150 with Vengeful Assault, but you have 50 more power which lets you close that gap slightly with ability damage. Here just have a graph, it's easier.
Rage - without a doubt critical is the highest way to boost your damage. No other item but Rage can provide an easy access to that kind of boost. Plus you want to grab this pretty early to grab stacks. This is roughly the stage of the game when kills start racking up. REMEMBER Assists count!
Silverbranch Bow - HAHAHAHAHAHA so at this point you should be nearing about 1.8~2.1 attack speed, depending on what level you are. But this is the pièce de ré·sis·tance. Penetration, power, attack speed, and basically uncapping vengeful assault and other attack speed buffs for you.
Wind Demon - I used to prefer Poison Star way more for getting easy access for Artemis' passive but then wind demon got more crit chance. The passive is great for getting more attack speed and penetration. This is also the awkward stage of the game imo. You are strong but you start receiving diminishing returns on Vengeful Assault. I tend to save it only to finish someone off or as an escape at this point.
Hunter's Cowl - More everything but now you can thank your team for letting you get to this point by giving them attack power
Deathbringer - on paper it is the highest DPS increase after Rage. However due to the cost, I save this for endgame. Also there are going to be some caveats for running this before SilverBranch bow such as all that attack speed goes to waste, why didn't I just go crit build? Okay okay I'm getting there
BONUS:
Leather Cowl& Hunter's Cowl vs Eye Of The Jungle & Protector Of The Jungle
On paper they may seem very different but they are almost effectively the same but more circumstantial.
For the tier 1, 15 power and 15% attack speed is nearly identical to 10 power and 20% attack speed.
For tier 2 AND with silverbranch bow, 60 power and 45% attack speed is exactly the same as 65 power and 35% attack speed.
So here's where you got to choose your preference and situation:
For the tier 1s, if you aren't playing duo lane then there is very little point of Leather Cowl. Now the lifesteal is nice early on but when you get Asi it get's a little redundant. Meanwhile Eye of the Jungle can give you more damage on Jungle monsters, which can definitely help and of course the kinda of meme Jungle Ward(?). The only thing left to compare is 10% lifesteal vs +15hp5, both of these stats probably only matter before Asi come in but on one hand you are getting +15hp per 5 seconds, on the other hand you probably heal for 5~10 hp per arrow depending on what you are hittng and what level are you.
MORE importantly are the Tier 2 versions. So I don't know how the math works but at level 20 and the builds above, somehow you get 5 more power with Hunter's Cowl over Protector of the Jungle. I am going to link the stat comparisons below
So you may be thinking, 5 power vs 35 protection? this should be a no brainer. However let's put some more thought into this.
Hunter's Cowl gives you the ability to escape with Ninja Tabi and all your friends dead, you can run away with 28% movement speed. It also gives you the ability to give everyone 25% attack speed and guess what?IT STACKS WITH SHOGUN AURA
So if you have a team with another hunter, Freya, Ao Kuang, Sol, Bakasura, Osiris, etc. it would be pretty selfish not to run this build. On the otherhand, having 12% protection and power in the jungle where nowadays is quite common in the lategame could be absolutely huge. I'll leave this to your discretion. Oh and naturally outside of Conquest you can't really use anything but Hunter's Cowl.
NOTE: need to compare to Jakkyr's latest build. This is not updated yet, See exact items used to calculate dps below. Some maths will likely still need to be edited
The moment you've been waiting for. Here I will compare
THE SKY IS THE LIMIT
So this build is strong, but it can get even stronger. Let's say you want be a nice teammate and let your jungle and mid take both attack buffs. Well now the void buff can give you 10 power or if enhanced 25 power. Now I know it's not as good (You get roughly 20 power in lategame with this build) but it's helpful.
And of course like I said beforeStacking 2 attack speed auras, where the whole team has +50% attack speed??? That's insane
Belt of Frenzy just got even better with already it's base 10% damage buff but another 15 power to go on top of that.
Fafnir on your team? Coerce just gave you 30 more power.
And then there's the opposite situation.
You got hit by Fostbound Hammer or they stacking Witchblade? Yes it sucks to lose power but you still have a whopping 2.5 attack speed.
And finally, skill ceiling. I suck at this game, probably because I am new is what I tell myself. I try not to miss, but it happens. Being able to ALWAYS be at a 2.5 fire rate can significantly help a player (maybe it'll bring up so bad habits but it shouldn't!).
Oh and I guess there are some bad habits that this build may promote. Again you get to take more shots and maybe miss more. You get more movement speed so maybe you overextend because you know you can get away with it. You feel the adrenaline of knowing you have 1500 dps against a 300 protection God and just see red. That's my fault not yours. Err the other way around.
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Alright, let's see where this goes. Firstly, I want to say again that it's really cool that even at an early stage of your SMITE career, you've already delved into the numbers. It's clear the game has you hooked, and playing with the numbers and understanding the mechanics can be totally fun. Hope you keep this up. I was similar, but with regard to build variation in Assault...brought my Assault guide out pretty early in my SMITE playing days.
You seem to have a pretty good overall grasp of most of the item concepts, build requirements, and build structure. This isn't to say that I think I'd build necessarily the same way, but I usually don't deep-dive into a build's numbers, because while it's important to make a build with good end DPS, it's also important to consider other factors, such as:
To that, we've got some general concepts:
When going Leather Cowl, you're lacking in mana regen but you get decent health sustain. Unless you regularly pick up Mana Potions, you're going to start feeling that lack of mana, as your inherent MP5 is pretty low. This is one reason to consider an early Dominance, for its MP5. Getting Dom early isn't incredible for pen function against squishy targets, but it WILL be pretty nice if you're able to take towers or a jungle objective, and it solves having to get more pen in most of the rest of your build. This is also where you determine...if I get Cowl, do I NEED Devo's or Asi? Can I do okay without the extra lifesteal? If so, it frees your build up for more options.
These will be partially addressed in the rest of my comment.
Quick reference to my Hunter DPS calculation sheet...if / when you use Poisoned Star in the build, it doesn't have a way to interact with Artemis' passive damage boost. Instead, I already have Runeforged Hammer's situational 15% damage increase as a toggled option; just use that if you want to apply her passive.
If I were to try for a build that provides all the things I would want, it would be a blending of some of these builds. Something like:
Leather Cowl -> Dominance -> Ninja Tabi -> Rage -> Deathbringer -> Poisoned Star -> upgrade to Hunter's Cowl -> replace Tabi w/ The Executioner.
The lifesteal leaves a bit to be desired, but the crit chance is also very reliable (85%), you get the Poisoned Star passive, mana sustain from Dom, and high pen from Dom + Exe (yes, there's some inefficiency w/ Dom + Exe as well, but I'll take it for the Exe AS and helping teammates deal more damage).
The numbers? Against 100 prots, 1060 DPS without steroid, 1306 with steroid. Against 200 prots (max Exe stacks), 776 DPS without steroid, 956 DPS with steroid. Not too shabby, and consistent against squishier and tankier enemies. But you have to be okay with less lifesteal potential. Hopefully the PS passive damage mitigation helps decrease your taken damage, acting in a sort of way as getting more lifesteal. Sort of.
Directions I didn't cover here: Fail-Not (pretty popular for Art builds), Eye Of The Jungle / Protector Of The Jungle. Maybe we can consider that later.
So some final comments based on your writeup underneath your spreadsheet pic.
First of all sorry LOL one problem I have is not writing out what I mean badly. When I say penetration doesn't matter, it was supposed to be when comparing the three builds, you cannot outright say one build is better because it has more penetration, as the plot shows. You need a balance of both because it was very rarely that the difference in which build had more dps was due to protection (as in very rarely did the dps curves cross vs protection). I did not intend to make a statement of "don't build executioner" but more of don't pick which of these builds based off of their penetration.
Secondly, how do you get that + sign with the drop down? I need to learn how to do that lol
I defintely am a victim of being new to the game, since as you can see I left out alot thoughts about how progression should go. I'll look more into that whole attack speed vs power as well as mp5, progression, gold, etc.
So calculations: this is what I was working on ASAP. First of all, I did everything by hand first but now I am going in the training room and writing down the values. That being said you may need to check your spreadshoot:
xZero's endgame build did indeed have 295 power.
Jakkry's build likewise does indeed have 180 power. He has updated since then but I have yet to update my sheets to his current guide
As for my current math. It is a simple firerate formula: fire rate * [cDmg*cRate+ base damage *(1-cRate)]. The expanded table is below:I'll probably update my calculations part of my guide once we figure out what's going on lol
FINALLY: my probably controversial decision NOT to include the debuff from poisoned star in my calculations is:
You have to at least land a single crit first on your target (different from Wind Demon because you can just active that passive on any target since it's a self buff).
If you have multiple targets, your damage is no longer linear because you need to go target to target.
Poisoned Star can be cleansed.
If the target is already cc-dd (I don't need to explain how with Artemis' own kit not including your allies or relic), then the passive is redundant
I may end up just having a third measurement of xZero's endgame build + artemis passive because it is more likely, but again I'm really on the fence because how often is an enemy NOT cc-d.
P.S. I apologize for my formatting. still getting used to this
Regarding the power numbers, Jakkyr's should be considered 230 for the sake of DPS. Sure, Ornate doesn't have actual power, but it has 60 basic attack damage. Physical gods translate 100% of power into their basic attack damage, so while that 60 won't add to ability scaling, it absolutely equals 230 for DPS.
So my "average" damage per attack calc is:
((IF crit % > 0 then N=crit %, if not N=0) * (IF you have DB, N=2.3, if not N=2) * [Basic Attack Damage]) + (([Basic Attack Damage] * (1 - crit %)) * [Situational Art passive 15% bonus damage])
The calc in my spreadsheet is a bit more complex, as in the end it also calculates Qin's passive based on the enemy health you input, and if you have Silver added and AS is technically over 2.5, it calculates and factors that in as well.
[Basic Attack Damage] = level damage per attack + item damage per attack (aka power equivalence from items)
Then you factor in the mitigation value based on the end enemy prots. I'm pretty confident in my calcs, but again, I could have screwed up somewhere.
The reason I DO calculate Art's passive (at least in some of the presented numbers) is because 1 hit out of several means calculating the passive will be closer to actual DPS than not. We're looking at max DPS values here, not situational things. And while you might change targets, that's not what you're TRYING to do. Hopefully you get to focus on one target, so I'm going based off of the intention, not a chaotic teamfight...again, we're calculating DPS, not total effectiveness based on intangibles. If we want to calculate intangibles, we should talk about effectiveness of PS's damage mitigations, or WD's movement giving you ability to chase/escape, etc. Straightforward is best here IMO.
So yes for the sake of simplification I just take the stats I see in game at the time of attack (thank god I none of the comparison's uses Qin's Sai)
Anyways, I agree with Artemis' passive being calculated with xZero's build, I guess since it's a guarantee I should include it. But I will probably add additional plots of Jakkyr's and my build with Artemis' passive active because unlike the other comparisons, this is not an exclusive damage increase
Either way this has been an interesting exercise and always fun to look at these types of values. It also forced me to update my spreadsheet hahaha!
progression wise it is a bit lacking and that is considered to have a lot more impact. A lot of builds depend more on their first items to even reach that stage of the game.
And this will show quite well why a lot of adcs start with Transcendence, Devourer's Gauntlet are pretty popular. The reason for this has to do with a Power-attackspeed balance (it's an old post but the graph didn't change that much.
And not only that also the reliance of ability usage to bump your dps up a bit.
I am not saying Asi is bad, however, the lack of power higher cost is being outshined by the much cheaper devourer's gauuntler. While Asi keeps you alive during a skirmish an opponent knowing what he is doing will be out pressuring you with his better wave clear and higher poke damage (and potential to burst through your Asi passive). Especially with Vengeful Assault early game the power from devos is highly likely to outshine Asi on a certain amount of stacks.
for pen, the same reason exists slightly. Late game with a crit build it doesn't matter as much (for a qin's build it is even more impactful) as crit is enhancing your auto attacks to do 'double damage' (modified by Spectral Armor and Deathbringer), but before the reliable crit percentage bruisers are a huge problem to deal with. That has always been the reason for the 3th 4th item pen spot.
Lastly, I am wondering for zeros endgame build did you factor in the increase from Artemis passive on the damage in the DPS?
I am pretty curious to see the remaining analysis on the build progression, factoring in the ability damage progression etc. (which comparing is going to be slightly harder as gold amount plays a part and Gilded Arrow slightly messes with it.
I do plan on expanding but I am waiting for more feedback to just do one big change. The biggest thing on my list is noting how mana hungry early game is and Devourer's Gauntlet vs Asi. The thing is I completely acknowledge that Asi costs significantly more than Devourer's for not the same power. But around level 8~10 is when I can get it and that's almost a 20% damage buff to your auto attack dps. That is also something that can't be ignored (ignoring if you use Vengeful Assault. Regardless I definitely need to look into this more.
Edit: Did some quick numbers. Late game with Ninja Tabi Asi will be better than devourer's as long as the target has <170 protection w/o Vengeful Assault, <230 protection with 2. Threshold goes up in Endgame. But this difference at most is 170dps in favor of Asi at low protection (less than 70), and 100 dps in favor of Dev in a high protection (more than 300). The interesting thing is at early game I think Asi is actually comfortably ahead of Devourer's Gauntlet, to where you actually need max stacks to justify the difference. example: at level 10 and dev at half stacks, asi will always do more auto attack dps. And the difference in power is only 28. for a maxed out Suppress The Insolent that difference in power is only 17 more damage before protections in which case Asi flat pen will make up for. I agree early game abilities make a huge chunk of our damage but we can't forget it is the base damage not the scaling that makes it so.
Therefore I would say that $150 difference is either preference of life steal, or if you believe that dps increase from Asi is worth it and there are few/no enemy gods with a final build of 170 protection.
As for penetration in say early/mid game.
https://imgur.com/a/l8FhFV0
Here's a plot of the 15 pen from Asi vs the 20% pen from Dominance. As you can see Asi actually pulls ahead in Pen up to 80 protection but even at the extremes we are looking at doing 3% less damage. Also I re-did my math and Silverbranch Bow should definitely be the 5th item. Idk if that changes anything.
So including the math for Poisoned Star is hard, was a lazy explanation. I should have been more expansive about it. So the reasons why I didn't include the math despite the obvious 15% damage boost being significant is:
You have to at least land a single crit first on your target (different from
Wind Demon because you can just active that passive on any target since it's a self buff).If you have multiple targets, your damage is no longer linear because you need to go target to target.
Poisoned Star can be cleansed.
If the target is already cc-dd (I don't need to explain how with Artemis' own kit not including your allies or relic), then the passive is redundant
Now for the "lategame" stats, if we just assume poisoned star should be treated as +15% damage always, well xZero's build goes from just slightly highest dps in comparison to noticeable higher. For the "Endgame" stats, all it does is bump the damage without Vengeful Assault to slightly higher but still significantly lower than the other 2 builds. And bump the damage with Vengeful assault to the same as Jakkyr's build.
Overall yes, I probably need to include progression. Still fairly new at the game and my only thought was Artemis the ADC lategame God, therefore only care about lategame. Hmm... maybe this is why my up/downvote ratio is like 50% right now LOL
for the pen you have pretty much proven my point as while 3% might not be much the higher hp bruisers have they win the war of attrition to easily as that small amount of damage causes you to take more basics which is more time for them to kill you. Don't forget that the moment you finish Asi most of them are already around 100 prot and the 3th/4th pen slot some of them easily reach 150+ prot.
that is also why progression is hard to check the effects of as it differs in the matchups or what you're attacking
Look forward to what you think!
https://docs.google.com/spreadsheets/d/1l3TLpndi7RYr53PVvAtCLvKpBeW5T0MJzsQLshDu9-4/copy
*edit* spotted further screwups, the Runeforged toggle is at 15%, not at 20%, leaving it at 15% to toggle Art's passive bonus damage for the upcoming discussion...had to fix the calc for this as well as it wasn't applying appropriately.
The only thing i'd comment on is that I changed up the build slightly for more sustain since I really don't like Artimes' bad mana sustain.
Other then that, great stuff!!
Ornate Arrow is fine you're going crit also.
Since a bit into the game, one combo is realistically going to take half your mana, and you're not going to kill anyone with it without help.
Ornate has crit yes, but when you're at level 20 you would usually get more out of an upgraded deaths toll or upgraded cowl, since she if you're going crit, you could lean further into just more damage and speed, or lotsa lifesteal.
So being able to just survive and dont feed until you can shread people super fast is the safest bet i'd say.