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Hi! I'm SpectralTangent and this is my second god guide. Again, I am a casual Smite player who spends most of his time in arena. As such, this is an arena guide. Please let me know if you have any suggestions/comments/complaints/issues/whatever with my guide. I welcome constructive feedback/criticism and look forward to what you have to say!
So let's get started. This is a guide for Arachne, The Weaver, who has recently become my favorite assassin in most game modes. She is very strong and has the potential to quickly punish enemies for being out of position.
Strengths
+Amazing chase potential +Great at 1v1s (stun from landing basics) +Outstanding escape +Can grant vision on stealthed enemies |
Weaknesses
-Escape is her ult -Dies quickly when focused -Countered pretty easily by enemy grouping |
04/27/2016 - Guide published
Arachne's basic attacks gain more power the lower the target's health.
Stalker
You don't need to think about this one too much, just note that you will do more damage to injured enemies and that as you fight someone, you will gain more power against them.
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After using this ability, Arachne's next basic attack does extra damage, applies DOT, and heals her over time.
Spider Bite
This ability is great for adding extra damage to an attack chain and for healing you, allowing you to sustain yourself. This is also your only regular ability that scales with your power. As this will be the highest damage basic attack and I usually buy items that increase my power/decrease the enemy's defenses after several basic attacks, this ability is best used after hitting three basics using her next ability Cocoon. This will allow you to get the most out of the scaling and the extra damage. However, this is also a great ability for sustaining yourself in a fight, so if you enter a fight at low health, it is good to activate it at the beginning. I also sometimes use it when I am retreating, either to heal off of an enemy minion or a jungle camp so I have more health if someone catches up to me.
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Arachne gains additional attack speed for the next three successful basic attacks (within a time limit) and stuns the target if all three hit the same target.
Gotcha!
This is an outstanding ability that makes Arachne a queen of 1v1s and chasing. When you are in a basic attack battle with another assassin (or pretty much anyone), you gain a huge advantage by being able to stun them after you first three hits, which also get executed at blinding speed. This is best used to initiate a battle with another god, as it will allow you to start off with a quick stun and apply your on-hit item effects. Once you land the stun, you can get in a strong Venomous Bite and proceed to consume your opponent. Some cautions about the ability: you must land the three hits on the same target to activate the stun. This means bodyblocking is a huge deal, whether it be another enemy god or even a lowly minion. It takes practice to use this ability effectively in large groups of enemies, and can be deadly for you to fail at.
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Arachne places a web which, when passed through (or if placed dierctly on an enemy) slows that enemy makes them visible, spawns two broodlings that will chase the enemy and deal damage, and leaves a trail of web behind where they walk which gives Arachne increased movement speed and immunity to slows.
Lie Dormant my babies, Your Time Will Come...
This ability is one of the best in the game at chasing and sticking to an enemy. Not only does it slow them down, it speeds you up and makes you immune to slows while you follow them. You can chase down an enemy affected by Web even after they use Sprint if you follow them. Outside of that amazing utility, it also spawns two broodlings, which are some of the most obnoxious little pests in the game. They will follow the enemy and deal damage to them as long as they are alive. Early game, these can be a huge issue for an enemy god as they actually do a considerable amount of damage and are rather hard to kill quickly. broodlings are also effective at distracting and slowing down minion waves and tanking hits from jungle monsters.
Web is such a highly versatile skill it is hard to cover all the things it can do. Its primary use is to place it directly on an enemy you want to chase and then simply use it to chase them down. You can do this either before or after stunning them with Cocoon, but it is usually best to lead of with Web. The chase potential makes it much easier to land the stun from Cocoon, which will secure your chase and usually the kill. However, you can land a free Web while they are stunned from Web, allowing you to run after them after they recover from the stun. You can also use it to help clear camps and minions, or just leave them in areas an enemy assassin is likely to enter, such as on the sides of the pillars, to help notify you when they are trying to come into a fight and give you an advantage over them. Placing Web properly can be difficult, as you usually need to anticipate where the enemy will be travelling so you don't miss. It is very frustrating to have a web appear harmlessly behind someone as they run away from you. It takes getting used to, and is still pretty easy to miss with. The best advice is to simply place it just in front of where they are walking so they will run into it. A final note on this ability: it reveals enemies to you! If you land this on, say, a Loki, he will be visible when he uses Vanish! Sure, he will remove the slow, but you and your team can see him and you will be able to chase him with about the same movement speed increase he gains, making you a dangerous opponent for any sneaky Loki player. This applies to any other gods with stealth ( Nu Wa, Ao Kuang...). |
Arachne becomes CC immune and leaps up onto a series of webs above the ground (essentially where a ceiling would be if there were one on top of the walls in-game), crawling away at increased movement speed. She can drop down at any time to deal damage to enemies in a small radius.
No, Not Like the Worm!
This ultimate is great either as an escape or extra distance closer/finisher. The CC immunity allows you to get out of some situations that are about to get unfortunate, say when you get hit by one of the notorious No Escape chains. You are also just able to walk (crawl, whatever) very quickly away from damaging enemies and get to a safer location. Note that if you have been hit by a DOT ability (such as a bleed from Bastet), you will keep taking that damage even while up on your web. Also, you CANNOT pass over walls of any type. If you are escaping, you still need to go to the entrances of your fountain, and you will be stopped by the pillars if you run into them while in the air.
While I primarily save this ability for an escape, it is also very effective as a finishing hit or additional gap closer if you miss or (for some reason) need more chasing potential than you obtain from Web. However, be careful! Enemies can pretty easily juke their way out of being hit by the leap, as it is hard to aim: you continue moving, so it is hard to line up a shot. If you miss or misjudge how much damage you will deal with the landing, you may find yourself in a terrible situation with you best (and pretty much only) escape blown. Also, never use this to initiate a fight. That's what the other members of your team are for. |
Typical Build:
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I have played around with shoes for Arachne, and have found that for my typical build, Ninja Tabi is the best option. With little attack speed in the build, the boost from the boots is more beneficial than the additional power that comes from Warrior Tabi. You can also buy them straight out of the gate.
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If you decide to build more attack speed in the rest of the build, go with the Warrior Tabi for the nice chunk of early power.
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Web is great. You can chase people really well. But, in Arena, it's just not up as often as I would like and I don't want to miss a chance for a kill because I have an ability on cooldown at the moment. Hastened Fatalis, while not providing any power, has a fantastic passive that will keep you right on your opponent's heels. The attack speed is also very beneficial for Arachne
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This build gets most of its damage out of dealing crits, and while Rage is certainly not as good as it used to be, it lets you start landing crits very early. The massive reduction in price is also very attractive, as much of the rest of the build will become very expensive. If you follow my typical build, this should almost always be the third purchase.
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The fourth item slot has caused given me a lot of trouble, but I find that Bloodforge fits comfortably. It provides a solid amount of power after landing three hits, which you do already in the course of activating Cocoon. The lifesteal is also usually extremely beneficial, keeping you alive and allowing you to box more effectively. This all comes without a prohibitive price tag, as well.
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This is the standard crit item for hurting your opponents. With the base chance of crits you gain from Rage, you will be critting often, and critting hard. This is where a large amount of you damage will come from late game. This is an expensive item, but it is well worth its price.
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This is an item that simply fits very nicely with Arachne. A solid chunk of power ensures that you will be dealing respectable damage. The movement speed allows you even more chase potential. And finally, the passive, like Bloodforge, stacks as you land Cocoon, stealing the opponent's protections, giving you that much more damage and survivability. If you have a great start to your game, don't particularly need lifesteal, and can afford this earlier (it is very expensive), it is certainly an option to swap this in order with Bloodforge, allowing you to get penetration online earlier in the game and really make short work of the other team.
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If you're not a big fan of Deathbringer, Malice is another solid option to add power to your crits. Get this as your fifth item if you prefer, at which point you will have a good amount of power to contribute to its passive.
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A reasonable alternative to Bloodforge as a lifesteal item, Asi is a cheap source of some additional attack speed mixed with lifesteal. While it does not contribute any physical power to your build, it does give you a decent amount of flat pen, which will help as well. Its cheap price tag is its best selling point, as many of the other items are rather expensive. If you think you will plan on picking this up, it is probably best to take Warrior Tabi to contribute some of the missing power, as the attack speed loss is nullified by Asi.
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This is a great all-around item, providing some power, mana, a bit of pen, and most importantly 20% cooldown reduction. While Arachne is first and foremost a basic-attack goddess, she does benefit from having her abilities available more frequently, from utilizing her basic attack buffs to being able to use Web more frequently and escape danger more often with a more frequent Night Crawler. CDR is great in arena, but this does not quite fit in the main build. If you want, it is probably best picked up fourth instead of grabbing lifesteal, but I could see an argument for it as a final item as well.
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Finishing off the build with pen is a great way to go. I believe that Stone Cutting Sword is simply better on Arachne as it provides flat pen and better stats, but Titan's Bane is a cheap alternative as a last item if you find yourself low on money when the ticket count is getting close to empty.
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Sanctuary | Sprint | Purification |
Sanctuary
Sanctuary |
This is what I usually get for my first relic. I find that, as an assassin, I usually do not get caught by teamfight-initiating CC, which lessens the need for Purification, and if I do need to escape from a hard amount of CC, I always have my ult. I find that Sanctuary is typically better in most situations. Still, play around with it and see how it works for you.
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Sprint
Sprint |
Again, while you do have a lot of chase and escape potential, there are always ways for the enemy to overcome them. Web's effectiveness is significantly hurt by and enemy picking up Sprint, although you can sometimes run them down while staying on the webs along the ground. However, if you have your own Sprint, you will have no trouble keeping up with them. When going to use it as a chase, though, remember that it is also effective as an escape if your ult is down, so don't use it rashly. My typical second relic choice
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Purification
Purification |
Like I mentioned in my explanation on Sacntuary, I find Purification to be my less preferred starter relic. Still, if the enemy team has a lot of dangerous and heavy CC, it may be a good idea to pick up.
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That is what I have on Arachne, The Weaver! I'm really excited that she just got her model remastered, and I think she looks great, but the database here has not yet updated to her new pictures, so I'll get that up as soon as I can.
Also, I would like to note that I am working on trying out some different builds that do not rely on criticals, and I plan to add them in the future. If you have any suggestions on that, let me know!
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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 really appreciate the feedback Bran, and I think that a build that revolves around Hastened Fatalis and Heartseeker could actually work very well, and my initial response would be to throw Wind Demon and some other crit item into the mix, maybe keeping Rage around for the low price.
I haven't gotten around to playing with anything new yet, so I'm not going to put out a build just yet; I'll see what I can come up with.
Granted, Rage is cheaper now, but between Deathbringer and Stone Cutting Sword, do you ever get to finish the build? Seems like it would be expensive, but I haven't checked total price (again, lazy right now but mostly just wanted to view and comment really quick)
I want to upvote, but I haven't actually read through the guide yet, though of course BBcoding and stuff is solid. I'll vote after I read tonight. =)
Edit: Okay, so the total cost of all items is $14,405. I'd say a bit high for the average Arena game. What might you be able to fit in after Deathbringer that is more of a reasonable price? I'd probably just say Titan's Bane, and you do have it as an option.
I'm sure the build works fine as-is, though, and your explanations are good. +1 of course.
@Jobraoj Thanks for the feedback! Maybe someday we can get you into the arena! And yeah, I am trying to get a build that doesn't focus on crits put together, and you do bring up some of the items I'm thinking about. At the moment, I'm kind of considering Warrior Tabi, Ichaival, Qin's Sais, Asi, Stone Cutting Sword, and maybe something like Jotunn's Wrath. Although I think Heartseeker also could be a solid pick on her... As I said, I'm working on it, but I won't have much time to playtest this weekend, unfortunately.