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Burst Da Ji

0 0 29,311
by Skipling updated February 13, 2018

Smite God: Da Ji

Build Guide Discussion 0 More Guides
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Da Ji Build

Starter

Build Item Mage's Blessing Mage's Blessing
Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2

Base Items

Build Item Warrior Tabi Warrior Tabi
Build Item Hydra's Lament Hydra's Lament
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Titan's Bane Titan's Bane

Defense

Build Item Hide of the Urchin Hide of the Urchin
Build Item Magi's Cloak Magi's Cloak

Extra Damage

Build Item Bloodforge Bloodforge
Build Item Brawler's Beat Stick Brawler's Beat Stick

Relics

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Horrific Emblem Horrific Emblem
Build Item Cursed Ankh Cursed Ankh
Build Item Heavenly Wings Heavenly Wings

Da Ji's Skill Order

Horrible Burns

1 X Y
Horrible Burns
1 4 6 7 10

One Thousand Cuts

2 A B
One Thousand Cuts
2 15 16 19

Trickster Spirit

3 B A
Trickster Spirit
3 8 11 12 14

Paolao

4 Y X
Paolao
5 9 13 18 20
Horrible Burns
1 4 6 7 10

Horrible Burns

1 X
Da Ji heats up her claws, causing her next successfully hit Basic Attack to burn the target, dealing instant bonus damage, additional damage every 1s for 3s and Slowing them for 3s. Da Ji gains Haste when this ability activates, which lasts until she hits a target.

Ability Type: Stim
Burst Damage: 30 / 60 / 90 / 120 / 150 (+25% of your Physical Power)
Damage per Tick: 20 / 28 / 36 / 42 / 50 (+20% of your Physical Power)
Slow: 15 / 20 / 25 / 30 / 35%
Cost: 50
Cooldown: 9s
One Thousand Cuts
2 15 16 19

One Thousand Cuts

2 A
Da Ji lashes out with her claws at nearby enemies, executing 4 strikes that damage all enemies in range and apply the Bleed from Torture Blades.

While this ability is channeling Da Ji moves freely in all directions, gains 40% Movement Speed, immunity to Slows and Knockups, and her tails mitigate Damage dealt to her by Enemy Gods who are behind her.

Ability Type: AOE
Damage per Hit: 35 / 55 / 75 / 95 / 115 (+40% of your Physical Power)
Damage Mitigation: 20 / 25 / 30 / 35 / 40%
Range: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 11s
Trickster Spirit
3 8 11 12 14

Trickster Spirit

3 B
Da Ji selects a single allied or enemy target and teleports to their location after a short delay. Upon arriving at the target, she lashes out with her claws, dealing damage and applying the Bleed from Torture Blades to all enemies around her.

Ability Type: Teleport
Damage: 80 / 120 / 160 / 200 / 240 (+80% of your Physical Power)
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Paolao
5 9 13 18 20

Paolao

4 Y
Da Ji summons her signature torture device, the Paolao. As she hovers above the device she may fire up to 3 shots. Enemy gods hit take damage and become Chained and Slowed. At the end of her ability chained enemies are pulled to the Paolao becoming Stunned and then taking damage 3 times over 2s. If a god hit by this ability becomes Crowd Control Immune at any time, they break the Chain on them and cannot be Chained again until this ability ends.

Ability Type: Projectile
Shot Damage: 70 / 80 / 90 / 100 / 110 (+50% of your Physical Power)
Chain Slow: 20%
Pull Damage per Tick: 60 / 90 / 120 / 150 / 180 (+20% of your Physical Power)
Pull Stun Duration: 1s
Range: 80
Cost: 100
Cooldown: 120s

Introduction

After investigating a lot of the builds I see on this site, i'm sad to see crit being used over pen in many cases. So I decided to upload my own build in hopes that it can be of use to some people.

With this build, provided you play smart, you can be the terror of the battle field. Blinking in and out of combat and causing your opponents to fear that maniacal laughter that proceeds her 3 skill.

At it's heart, this is a build for taking down squishes, but I've found in many cases tanks are not exempt from Da Ji's chains. It takes more time to kill tanks, but if you've done your job and eaten all the damage right from under the tank's nose, you have all the time in the world to do what Da Ji does best.. torture people to death.

Situational Awareness

I find a lot of the time, when I get killed with Da Ji, its because i've forgotten to check my surroundings. Well.. that or someone has blink Anubis.

What you really need is to be aware of what your opponents have and have not used. Facing against an Artemis, for instance, requires one to avoid her traps and to make sure her ult isn't going to come up behind you and yank your tails.

Your opponents awareness is also a key factor. If you're facing off against a well developed team who protect one another, you have to practice a lot of self control. You have do know how much damage you can do in one shot, and if you can juke around enough to avoid any CC thrown your way on your way out of the fight.

Most of the time you can get in and out using your 3 and 1 to deal damage and your 2 to escape. There are even cases where you can finish someone off with your 2, but thats only for teams who don't realize that you're eating their squishy right behind them.

Pros/Cons

Pros
High burst damage, get in, slash, get out
Doesn't rely on crit so much
High cooldown means more chances to ult
Incredibly fun to chase people down with


Cons

Squishy
If you get locked down you're dead

Items

Hydras lament, for me, is a must have on Da Ji, simply because it pairs so well with her abilities.

Chasing someone down with your 2? Yeah you're gonna catch them if they don't have a sprint. That extra finisher damage helps secure kills like no other.

Jotunn's Wrath gives you cooldown, as well as some pen. This is useful not only for your ult but for your other abilities, allowing you to re-engage sooner than later.

Titan's Bane gives that extra percentage pen.

Brawler's Beat Stick; For those pesky Anubis players, or slowing down a Herc's healing. Can also be useful for Zong Kui, Arachne and any general pain-in-the-ninetails using lifesteal or a built in heal.

Magi's Cloak This one is pretty self explanatory, at some point you're going to run into someone smart enough to hold their stun for when you jump on them. At that point you're gonna do one of two things.. Die and I mean a lot, or you're gonna want Magi's and/or beads.

Relics

Generally with Relics you want to look at the other team and decide what will kill you fastest.

Your 2 removes the slow penalty, but wont stop you from getting sniped by a root or a stun. Watch out for Artemis's traps on the ground.
If you find yourself looking at a team with butt tons of CC, of course you're gonna want beads.
Likewise, if you have a team with only a couple of CC abilities but a butt ton of damage you're gonna go Aegis.

Horrific Emblem is for those gods with an annoying movement ability, dash, ect.
Most of the time, I find that gods like this will neglect to buy sprint in favor of something else. Hit them with a Horrific as soon as you land with your 3 and then hit them with your 1.

Sprint is for chasing.

Cursed Ankh, this is, again, for those gods with heals. If you find brawler's isn't doing enough to shut down that Hurc or Hel, you might want this relic up and handy.


Relics are situational, learn to analyze what you're looking at.

Team Work

In an Ideal world, we all have the perfect team.
It's too bad that this isn't an ideal world, and sometimes you want to turn on that friendly fire and give the people on your side a good smacking.

With Da Ji, teamwork is a bit of a trick. In many cases it is essential, especially against a well coordinated team. She pairs well with gods that have high damage but not quite 1-shot potential.
Depending on the other team, this means she can initiate and let her teammates finish off the unlucky burn victim. Likewise, she can be the finisher, letting her team initiate and then sweeping through the back ranks while squishes and tanks alike are focused on her teammates. The best defense is killing them before they kill you or your friends.

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