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+ Great area denial and wave clear + High attack and movement speed + High single-target damage + Easy to play |
- Low defense - Lategame CC spells certain death - Vulnerable outside of Hive - Very mana hungry |
This is Ah Muzen Cab's calling card! What this passive does is infects targets, dealing 8 physical damage plus 5% of your total physical power as extra. The damage isn't just what makes it useful either, as the bees will spread to other gods and minions that weren't infested. The most useful feature of this passive is that it will reveal hidden gods that were infected! If you manage to infect a cloaked Loki or hidden Nu Wa, they will be visible for the duration of the passive. All abilities including your Hive (indirectly through Honey) can infect.
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If you're going to make any progress as this god, you have got to use this ability all the time. Not only does it provide you a constant boost to your attack and movement speed, but it also provides a little healing while in the radius. More importantly, it can be used to infest Honey if you place it down nearby. This skill is vital for survival and thriving, as the extra speed is very helpful for escaping, chasing, and offering suppressed fire for your teammates. Your survivability and killing potential drops greatly if you are not within its radius. Protect them as best you can, as enemy gods will try and break them in order to hinder you! It also acts as a tiny ward, so you can see those sneaky Loki ganks before they get you.
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This skill is both offense and utility. Swarm not only deals out a decent amount of damage and infect targets hit, but can also be used to infest Honey if used away from your Hive. Getting at least 1 level into it will help you earlygame with wave clearing. It has a wide path and can be used to infect any cloaked gods roaming in narrow passageways!
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This is what you will be using a lot while laning, alongside your Hive. Honey lasts for 4 seconds and deals 8 ticks of damage before expiring. By all rights, this is the best skill for clearing minion waves, as its total damage outperforms Swarm! It can also be used defensively by smearing it across the width of a lane for area denial, forcing gods to either go around it, wait for it to expire, or go through it at the cost of receiving damage while getting infected by your passive. This is the first ability you want to max out as soon as possible!
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This ultimate skill is high risk, high reward! After a brief windup period, Ah Muzen Cab fires the massive Stinger on his arm at high speed in a straight line. Enemies hit will be crippled, infected with his passive, and hurt for a huge sum of damage. It doesn't end there, as after some time, the stinger will fall off the god you hit and can then be picked up. If you manage to retrieve it before it expires, your cooldown will drop to 15 seconds, giving you a very short wait before firing it again! This skill is useful both for initiating or finishing off a weakened god, allowing you or a teammate to kill them without them trying to escape. However, its brief windup is very audible and if your target is paying attention, they can easily dodge the shot. If your shot misses, your skill will be stuck on its standard cooldown of 90 seconds. Make sure not to miss!
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This is based on my own opinion, but I find that the attack speed bonus it provides is still handy for basic attacks. This comes in especially handy when getting buffed by hives. It still has adequate power as well. The extra mana it provides isn't all that bad either, especially when coupled with Transcendence.
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You are going to chew through a huge amount of mana! So, what better way to alleviate this problem than getting an item that gives you a large amount of it? At maximum stacks, you will have an additional 750 mana on top of the 300 the item initially gives. On top of all that, it gives physical power based on 3% of your total mana. At level 20 with a max stack Transcendence, you're looking at getting a total of 97 physical power from the item alone!
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Critical hit chance, simply put, is a must for anyone who rolls a hunter or assassin! While it may no longer have an attack speed bonus, its high critical hit chance is still beneficial and Hive's attack speed buff should compensate for the loss. I recommend Rage over Malice because you're going to want Deathbringer last, so having upwards of 55% critical strike chance would be most beneficial.
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What goes nice with Rage? A weapon that offers a small bonus to critical strike chance while increasing critical hit damage by 40%! Enter the Deathbringer, something you should never go without, especially if you've also got rage. With rage and deathbringer combined, your critical strike chance can go up to 55%.
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If you find that the enemy are packing more protections than what you cared for, you can swap the attack speed Ninja Tabi for this. It has double the physical power, but comes at the cost of reduced attack speed.
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This is a fantastic starter item to get! The 5 MP5 may not provide too much regen, but it will help with your immense consumption while building Transcendence. Your abilities and Bees! passive should even keep the damage over time refreshed. If you have the gold, I recommend getting this!
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Magi's Blessing |
In the event the enemy gods are more loaded with hard CCs than slows, you're not going to get far without magi's blessing. This is more important to have if you're being focused a lot over the rest of your team!
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Do you find yourself more useful on the frontline? Then you should get some lifesteal while still increasing your attack speed. Asi has got you covered there. Not to mention more intense battles where your HP will plummet will increase asi's effectiveness.
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An optional item to replace Deathbringer, Bloodforge offers both power and lifesteal in a neat little package. This is a good item to get if you find that you absolutely need the lifesteal and still have physical power to make your abilities and crits sting! I recommend this over Devourer's Gauntlet since you're already building Transcendence stacks.
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While it offers chase by slowing the enemy down, there are items that can serve better for that purpose such as Poisoned Star.
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You have no movement ability whatsoever. You're vulnerable and easy to single out, even moreso if you're out of your Hive radius. And should you get hard CC'd, your doom is almost guaranteed! If the enemy has a lot of hard CC, and you didn't get magi's blessing, then Purification Beads are vital!
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This is a great active to use if you want to use another item rather than Hastened Fatalis. Besides increasing your movement speed and rendering you immune to slows for its duration, it also allows you to use basic attacks without being slowed down.
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If the enemy team has Loki or a god with a powerful nuke for an ultimate, and you cannot escape their wrath, this active is important to have. This works well when used with Purification Beads if you're getting CC'd as well.
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ENEMY
If you're playing against another Ah Muzen Cab, it will become a battle for territory. Both of you will be fighting over locations that would serve your Hive best in terms of protecting it. The enemy will undoubtedly do his best to both protect his hives while poking you with his infested Honey. Do not do the same, his hives should be your second priority. What you want is to knock him out of the lane, either through killing or retreating, then focus his hives. If he is alone, and you've got a decent amount of movement speed, you can try and destroy his hive while he's still there. If you're chasing Ah Muzen Cab, he will most likely be dropping hives while he runs in order to maintain speed. If you want to counter his retreat, using Heavenly Wings will allow you to keep moving quickly while basic attacking and destroying his hives. Using your Stinger should be a last-resort if you can't catch up, or to finish him off, as cripple will do nothing on a god that has no movement abilities. If you're having trouble fighting him, getting sprint and/or Aegis Amulet should significantly reduce him as a threat if you're escaping. If you really want to ruin his day, you have to be both patient and good at timing. What I mean of course is listening for him winding up his ultimate. The Stinger has roughly 1 audible second of windup time before he actually fires it. If you're good, you wait for him to initiate the ultimate, and immediately use aegis. He'll lose the shot and force him into a ~90 second cooldown! |
ENEMY
Ares is a hardy god who is able to take quite a lot of punishment if boosted with Bolster Defenses. While he lacks any movement ability, he can use his crippling Shackles to slow you down while whittling away a chunk of your HP with Searing Flesh. Most good Ares players give him blink in order to jump right into the middle of the enemies and use No Escape. The best overall defense against him is to use Purification Beads or Aegis Amulet if you can't resist his ultimate.
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Ares synergizes well with Ah Muzen Cab in every way. He can use his shackles to slow so you can catch up and attack, dealing extra damage to the enemy while he burns away their HP. Combining your Stinger with no escape allows to cripple an enemy after they get pulled, giving you the chance to kill a god without risk of escape. |
ENEMY
Bakasura is very fast, both in movement and attack speed. Should he manage to catch you, your chances of escape are very slim. Typically, Bakasura will initiate by using eat minions for the protection buff. He might initiate with Take Down, or use it to chase/escape, but he'll open up with Butcher Blades and Regurgitate to attack. Be wary of his ultimate, as it causes slow as well as cripples you. If you don't think you can take him, pop your sprint and flee. Fortunately, Bakasura lacks any serious crowd control abilities to pose a significant threat. If you decide to fight him, initiate with Stinger in order to keep him from using his leap to escape. Using Honey to slow him to make him easier to hit will prove useful as well.
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Bakasura has no hard crowd control, making him a difficult ally to fight with. He will rely on your slows and cripples to initiate so he can take his opponents out. Pay attention to who he wants to engage, and slow them down. |
ENEMY
Very sneaky, very unpredictable, Loki is an opportunist god who will burst you to oblivion if you're not paying attention. Do not stray far from your teammates or engage him alone, a well-built Loki will always beat you. The best way to deal with him is to listen carefully to hear if he activated Vanish. If you hear him cloak, you turn around and run to the closest teammate or tower as fast as you can. If he does manage to reach you, your only defense against him is to use Purification Beads and/or Aegis Amulet. If you're quick thinking, pop the pendant just when he ults so you can negate the hit and still take the stun. He'll then be open to retaliation. Should you choose to engage, be sure to infect him with Bees! as soon as possible as your passive will reveal him if he's cloaked. This is very important in teamfights, as a revealed Loki has a much harder time engaging people if he can be seen. Use of your Stinger is another useful asset, as the cripple should prevent him from Vanishing, keeping him from escaping or mitigating damage.
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Loki's ultimate stuns his target for 1 second. If Loki vanishes, stay close to the enemy in case he uses his ultimate and help him take his target down. His decoy can help you clear minion waves easier by stopping their movement for a couple seconds, giving your Honey more time to kill them if the decoy fails. |
ENEMY
Odin has both a slow and an obstacle-creating ultimate. Should he catch you in both, your chances of survival is going to plummet. Your best course of action is to stay away from the rest of your teammates, since he'll use his ultimate more often if he can get more than one person in it. Odin is usually played if there's also a god with an AoE ultimate like Earthshaker, so being trapped in the ring is very dangerous. Getting Blink Rune or Aegis Amulet should help you survive.
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Due to a recent change to his abilities, his ring is now able to allow you to enter and leave the ring as well as attacking through it. Once Odin initiates with his jump and raven shield, move in to prepare for his ult. Trapped enemies are a great deal easier to kill than those who can escape! |
ENEMY
Sobek is another tank that will make your life hell. He has both a knockup, a movement ability, and a flip. Sobek's Charge Prey is your greatest threat since it tosses you behind him right towards his allies who are waiting for you. If you try to escape after the toss, he'll use Tail Whip in order to keep you from running. The best course of action you have in this scenario is to use Purification Beads if he charges at you, canceling the flip. Sobek is difficult to take down due to him being classed as a tank. While you can take him on alone, it is better to have teammates with you. Using your Stinger followed up with Honey should put some damage on him while slowing him down, making it easier for your teammates to focus on him.
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Charge Prey is his greatest asset for you, as he practically feeds you targets. As soon as he sends someone into the air in your direction, you want to hit them with your Stinger to help thwart their escape. |
ENEMY
Big, bulky, and freezing cold, Ymir has everything to make your life miserable. His Ice Wall is an obstacle which is used to keep you from chasing, or prevent you from escaping long enough for him to catch up to you, upon which he'll use Frost Breath to keep you in place. While you're still frozen, he'll hit you with Glacial Strike before you can escape. Ymir's killing potential is very high earlygame, but balances out late/endgame. If you don't get Purification Beads or Heavenly Wings early on, he can very easily shut you down or just open you up for his teammates to kill you.
ALLY
Like Ares, all of Ymir's abilities synergize with you. His ice wall, frost breath, and glacial strike combo provide a steady amount of CC for you to very easily run up and attack the god he targeted. Your Stinger benefits Ymir in that the cripple will ensure the enemy will have a harder time escaping while he channels his Shards of Ice. |
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At the moment, the original build setup I had made is still very solid and reliable.
Welcome back! Always awesome to see old members return.
Other than what boogie said (a recent patch just eliminated Hastened Fatalis and replaced it with melee-only Hastened Katana, so no Fatalis for hunters), I'll have a few more comments.
Great Guide BTW.
You rock.
Thank you for your Guide, it very helped me in so many ways.
Please keep on writing, as i would like to read some more of your Guides!
Thanks!
Hi Pizzarugi,
I really like your guide. It gives me some good new ideas about AMC. You could add the fact that amc will be attacked by minions and towers(!) if bees are applied to the enemy god for the whole duration if he s in range. I was wondering about two things:
1. I like to lvl swarm first for the lane clear. Didn#t know honey is doing more dmg but how much more? The problem I see is the gank potential when using honey for lane clear. Tbh the only thing u can do when getting ganked is try to slow ur enemy with the honey and try to get away (or fight). So I like to have the honey up when I am going deep. And the lane clear with the swarm is still very good.
2. Usually I go Transendence first, Warriors, Asi for lifesteal(sometimes quins), Rage, DB, and the last item is situational.
Thoughts on that?
As I said an very nice guide.
1. The honey does about 200 (+40% physical power) more than swarm, but the damage is dealt over time and only works if the enemy is standing on the honey. It is extremely strong for waveclear, but it does hurt you when trying to survive a gank. You can use the honey as a means of covering your tracks as you escape because it causes slow. If you level swarm up before honey, you will be stronger against ganks at the cost of clearing minions quicker.
If you find the average enemy jungler is someone like Bastet, Kali, Bakasura or Mercury, you can prioritize leveling swarm instead of honey.
2. I normally aim for Transcendence as soon as I possibly can, so getting it first is just fine. I'm not sure what to think of Asi over Qin's Sais though, as you sacrifice power and damage with your AAs by having Asi, but you do gain some lifesteal which is handy if surviving ganks. If it works for you, I suggest keeping your build as it is. The rest of the items are fine.
I really like your guide. It gives me some good new ideas about AMC. You could add the fact that amc will be attacked by minions and towers(!) if bees are applied to the enemy god for the whole duration if he s in range. I was wondering about two things:
1. I like to lvl swarm first for the lane clear. Didn#t know honey is doing more dmg but how much more? The problem I see is the gank potential when using honey for lane clear. Tbh the only thing u can do when getting ganked is try to slow ur enemy with the honey and try to get away (or fight). So I like to have the honey up when I am going deep. And the lane clear with the swarm is still very good.
2. Usually I go Transendence first, Warriors, Asi for lifesteal(sometimes quins), Rage, DB, and the last item is situational.
Thoughts on that?
As I said an very nice guide.
This is a good guide(even i rather max Swarm first insted of Honey) but the problem is your math. :)
1. Transcendance full stacked gives you 1050 mana. Because of the passive you will recive 3% of that mana as pyshical power. So 3% of 1050 gives you 31.5(plus 35 from the item) you will get 66.5 pyshical power(without adding base mana and mana from other items)
2. If you pick up you Stinger you will recive a 80%cooldown reduction. 80% of 90 sec equal 72 sec. So you will remains with 18 sec cooldown.
I'm pretty sure I did the math correctly, though.
1. I'm counting the base mana you have plus the additional you get from transcendence which should total up to 90+ physical power from that item alone.
2. I believe you've misread the description of the ability, because every time I pick up the stinger, I can fire it again in 15 seconds rather than 18.
1. Transcendance full stacked gives you 1050 mana. Because of the passive you will recive 3% of that mana as pyshical power. So 3% of 1050 gives you 31.5(plus 35 from the item) you will get 66.5 pyshical power(without adding base mana and mana from other items)
2. If you pick up you Stinger you will recive a 80%cooldown reduction. 80% of 90 sec equal 72 sec. So you will remains with 18 sec cooldown.