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Tap each threat level to view Amaterasu’s threats
Your mirror does an amazing job early game assisting your carry in clearing, good for getting all minions at once or weakening them all to one shot for your carry to build stacks. This being said, do whatever you can to hit the opposing carry with the mirror, it does unreal amounts of damage early on and you are a relatively safe champion out the gate, so trading is optimal. The second you hit level two you essentially double your mirrors range, hit the opposing team when they least expect it by charging your mirror on minions and dashing into the carry to fire it. Intend to bully them out of lane as fast as possible, and take a more passive role once level 3 hits and both teams have more abilities, use your aura to help your carry and return to being a shield.
The ultimate utility Amaterasu has early game is securing kills your carry could never hope to get, pressing the opposing carry or support under tower is easy even at level 2, reaching as far as you need to go and getting out with ease permitted you don't get crowd controlled. Get ahead quickly and dazzle your opponents with an early lead.
while it would normally be considered ill advised to take such a niche item early, shield of regrowth enables Amaterasu to be as powerful and skill expressive as you choose. The additional Mana Per Second is crucial, allowing you to constantly switch your aura as soon as its cooled down, giving Amaterasu almost unlimited escape and unbelievable sustain. The CDR helps you remain relevant and the ability to harass anyone on the map anywhere with almost guaranteed safety is pivotal to your success.
By adopting this methodology, ensure you work on your dodging mechanics, as you can literally run circles around your opponents, dodging skill shots and autos alike. You don't deal a lot of damage, but your aura coupled with well time mirror shots can whittle down opponents with little to no risk on your own, which is usually enough to kill them if they stay too long or at least force them to retreat. Your Ultimate works well as a good source of damage, as it should, but opponents often don't expect the combo potential and all the damage you can get off with it.
Fully equipped with your early game speed items and now a boatload of protections and other auras, you can continue being the ultra-safe scout you practiced doing in mid game. you can stray into even the most hostile areas of the map to gauge enemy position, and have them chase you around long enough for your team to arrive. If you have built sufficient CDR, you can now change your Aura about every 3 seconds, and at this point of the game you have a good deal of HP5, meaning that leaving combat for even 10 seconds replenishes almost half or more of your health. Additionally, once you get your dodge micro down you can just dance right outside of your opponents range and regain impossible amounts of health before they arrive.
When your team shows up for the killing blow, don't be afraid to initiate with your Ultimate to get the group stun, but don't let up here. Use the stun time to proc your passive by auto attacking one enemy 3 times, which will then immediately spread to surrounding gods, setting up easy bait for your carry (or anyone really) to annihilate them. Ensure your teammates benefit from your many auras and stay as close to the front lines as possible. If fights take to long or the enemy tries to disengage, your ultimate is probably ready again! Stop fleeing foes in their tracks with one more big stun and pull off a sweet deicide.
Passive - use it whenever you can, when clearing minions early on try and activate it on one minion as you charge your mirror, which will quickly spread to other minions and the opposing carry, allowing you to hit even harder and possibly clear a whole minion wave with just your mirror. Later in the game, it is life or death to use your passive for your teammates, focus one enemy and the debuff will spread around on its own. by late game, even without any attack speed items, your speed will be enough to proc it with ease, early game it takes some patience however, but its still easy enough to activate.
Aura - While a good tool for your team, it is an even more important tool for managing your sustain. when you reach a point where you have sufficient mana (after having bought shield of regrowth or whatnot), don't be afraid to change your aura for fun, the health it replenishes is no small feat and you get your speed boost. Use Speed while navigating the map and immediately turn into power when you see an enemy. a good rule of thumb is to use power when on the front foot, and speed when on the back foot, the only time you should try and use speed offensively is to help a more damaging ally chase someone you cant kill on your own.
Mirror - Always Charge the Mirror! to let it fire uncharged is a waste of time and mana early game, and negligible late game, it provides good damage throughout the match when charged, which isn't hard to do. Many people might be put off by the fact that you need to take/deal damage in order to charge it, but thats okay because of the secondary effect. When charging, you get a good deal of damage mitigation, enough to swallow a couple hits from even the scariest carry. this being said, similar to your aura never be afraid to just use it for fun in order to get damage mitigation, even if you have no intent of hitting someone with it. For instance, if you turn to flee and you are not quite out of the enemy's range, use the mirror to protect yourself and escape.
Dash - It has a long and punishing cool down, so use it wisely. Early game, the silence does a good job shutting down opponents and letting you in to do all kinds of mean things, late game it is best used as an escape, occasionally being used to chase down foes, don't try and use the silence in combat, as it limits your survivability greatly. Big note, it stops at the first god hit, and the hit-box is kind of janky, so make 100% sure you wont hit anyone when you got to escape, because if someone is in your face you just wasted your dash and moved nowhere.
Ultimate Stun - the three hits deal great damage, and when you hit the stun you basically get enough time to charge a mirror fully though melee attacks when they are on the ground, also activating your passive, it deals way more damage with the combo than anyone expects. The most important thing however is to remember the range isn't exactly as long as it seems, and good opponents have crafty ways of avoiding your swings, but overall it's not too hard to connect all three hits, especially if they don't even all need to be on the same god, as you can change who you hit with each swing, and the third hit stuns so long as all 3 hits did something.
Be the lynchpin in changing your team from offense, to defense, and back to offense again. while you may deal little damage you are as annoying as a mosquito and can help your team tremendously with your various effects and auras, getting in what damage you can with your mirror and ultimate. Don't be afraid to chase far for kills as no one outruns the goddess of light.
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Did you miss click in aphro instead of
Poke (think a
sustain beats poke as they can, you probably guess it heal or shield from the poke. their goal is to outsustain you in resources and when you become low on resources they have the upper hand.
Lastly all-in lanes beat sustain, since they don't give sustain lanes the time to heal up as they want to engage and preferably not stop until one is dead and since most sustain lanes are squishy mages they want to do it early.
My advice when you're against an aphro in lane (or well if you are gonna warrior's blessing cheese most games), assuming your lane won't get hard outcleared (pretty much when you are against
If you got blink you can pretty much blink on her the moment she used love birds on the wave.
The reason you can do this is because of base stats especially your protections being higher then her. And well most warrior supports want to do something similar as they need to get ahead fast. you can opt to do it at lvl 3 however this makes it harder because of backoff.
Should it fail however just help clear the wave and protect your carry and try to impact other lanes.
Remember you can also get CDR from Mantle, Genji's, Spirit Robe, Relic Dagger, Shogun's, Regrowth etc...
Also unless you're going for the early cheese kill in duo lane early game, you should always be building
Examples of past pro builds for Ama support:
https://smiteprobuilds.com/Builds?p_filters_page=1&p_filters_search=&p_filters_god=2110&p_filters_pro=~&p_filters_opponent=~&p_filters_role=Support&p_filters_league=~&p_filters_sort=~