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Conquest Chaac; Get To the Chaacka!

1 2 54,049
by cormblue updated December 28, 2013

Smite God: Chaac

Build Guide Discussion 2 More Guides
Choose a Build: Solo Chaac
Solo Chaac Jungle Chaac
Tap Mouse over an item or ability icon for detailed info

Chaac Build

Solo Start

Build Item Hide of Leviathan Hide of Leviathan
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2

Final Build

Build Item Hide of the Urchin Hide of the Urchin
Build Item Ninja Tabi Ninja Tabi
Build Item Void Shield Void Shield
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Runic Shield Runic Shield
Build Item Deathbringer Deathbringer

Actives

Build Item Fist of the Gods Fist of the Gods
Build Item Eye of Providence Eye of Providence
Build Item Shielded Teleport Shielded Teleport
Build Item Weakening Curse Weakening Curse

Chaac's Skill Order

Thunder Strike

1 X Y
Thunder Strike
3 4 6 7 10

Torrent

2 A B
Torrent
1 15 16 18 19

Rain Dance

3 B A
Rain Dance
2 8 11 12 14

Storm Call

4 Y X
Storm Call
5 9 13 17 20
Thunder Strike
3 4 6 7 10

Thunder Strike

1 X
Chaac throws his axe forward, damaging all enemies in a radius around its landing location. The axe remains idle in the ground for 5s or until another ability is used.

Ability Type: Circle, Damage
Damage: 100 / 160 / 220 / 280 / 340 (75% of your Physical Power)
Radius: 20
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s
Torrent
1 15 16 18 19

Torrent

2 A
Chaac spins his axe around him, damaging all enemies, and gaining Protections for each enemy hit (max. 4). Gods hit provide 2 stacks.

If his axe is out from Thunder Strike, he will first leap to the axe location, doing 50% base damage to enemies he passes through and then executing his spin attack. This dash can go through walls.

Ability Type: Circle, Teleport, Damage
Damage: 100 / 160 / 220 / 280 / 340 (+70% of your Physical Power)
Protections: 5 / 10 / 15 / 20 / 25
Protection Duration: 6s
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 13 / 12 / 11 / 10 / 9s
Rain Dance
2 8 11 12 14

Rain Dance

3 B
Chaac summons a rainstorm around his current location for 6s. While it rains, he regains Health, and enemies are caught in the mud and have their Movement Speed, Attack Speed, and Power reduced.

If his axe is out from Thunder Strike, a rainstorm will also spawn at that location. Enemies caught in the area of both rainstorms will have the Movement Slow and Attack Speed Reduction applied twice.

Ability Type: Circle, Slow
Slow: 20 / 25 / 30 / 35 / 40%
Attack Speed Reduction: 15 / 17.5 / 20 / 22.5 / 25%
Power Reduction: 10%
Healing: 8 / 13 / 18 / 23 / 28 every 0.5s
Radius: 20
Cost: 75
Cooldown: 15s
Storm Call
5 9 13 17 20

Storm Call

4 Y
Chaac charges up his lightning axe for a short duration then unleashes a blast, Silencing, Knocking Up and damaging all enemies around him. While charging up, Chaac has Damage Mitigation and is immune to Crowd Control effects.

Ability Type: Circle, Crowd Control, Damage
Damage: 300 / 360 / 420 / 480 / 540 (120% of your Physical Power)
Silence Duration: 3s
Radius: 25
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Intro & Quick Note

Hello All, names cormBLUE aka SYLO and this is, I think, a god first look at Chaac. Just to say the guide IS incomplete, and there will be sections on Solo Laning, Jungling & probably a video, but for now I just want to see if people like the builds and the way the guide is going.

I hope you enjoy, SYLO :D

PS: Please do up-vote if you think this will help new Chaac-ers; it being near the top means a lot when searching for a good guide :)

Do Not Fear the Rain... - Skills


"After 5 successful basic attacks, the next ability Chaac uses costs no mana."
As Chaac's passive, this gives him access to incredible sustain; if in solo, it basically means you don't need blue buff and in jungle, it means Bumbas Mask is not a necessity and the only time you'll be using mana is in ganks.


"Chaac throws his Ax forward, dealing damage to all enemies in a 30 ft radius at the target area. The Ax remains idle in the ground for 5s or until another ability is used."
This is your main damage source late-game. It also gives Chaac's solo lane a very safe clear and reliable poke (seeing as its only got a 10 second cooldown). It is also the main combo ability, allowing you to dash into/out-of fights, slow large groups and boost your ultimate.


"Chaac spins his axe around him, damaging all enemies for damage, and gaining protections for enemy hit (max 5). If his Ax is out from Thunder Strike, he will first dash to the Ax location, doing 50% base damage to enemies he passes through and then executing his spin attack."
This is interesting; it technically does more damage than the axe levels 1-3, but after that it falls of in comparison...but then again it gives protections up to a ridiculous 100. Use this when in the middle of a fight, or around minions to ensure maximum protection buff; use it too early and the 4 seconds won't matter much, too late and the protections really aren't worth it.


"Chaac summons a rainstorm 20 ft around his current location for 6s. While it rains he regains health every 0.5s, and enemies that are caught in the mud have both their movement and attack speed reduced by up to 25%. If his Ax is out from Thunder Strike, a rainstorm will also spawn at that location."
This ability makes Chaac almost into the new Hercules, combined with an impressive slow which can aid escapes and in chasing. The heal can get truly ridiculous, so I always max this after your chosen damage ability (even when jungling) because it gives so much more versatility. Combined with his passive, it means that Chaac is a sustain monster and allows him to go jungling unaided by Bumbas Mask.


"Chaac charges his lighting ax and unleashes a blast, silencing for 3s and dealing damage to all enemies around him. While in the air, Chaac is immune to damage and CC. If triggered within range of Chaac's Ax from Thunder Strike, Storm Call will super-charge, dealing an additional damage and also knocking up enemies."
THIS is what makes Chaac the massive teamfight presence that he is. Large damage combined with a 3s silence and short total damage immunity and CC makes this ultimate controversial and damn dangerous. No matter what role you're playing, getting this off in the middle of a teamfight WILL shutdown the enemy completely, allowing for an easy clean-up. Make sure though that if you trigger the knockback, try and get them going towards your team-mates, or into awkward positions.

Fear Me! - Itemization

The Primary Items


Well, what can I say, we don't want to look like a homeless person wandering through the jungle! Everyone needs boots; they're cheap, good-value and very useful. I take Ninja Tabi over Warrior Tabi because there is a lot more effective ways of securing good pen, whilst CDR is a little more scarce on the block.

focused voidblade This is an EXTREMELY good item for bruisers as it gives Physical Power, Protection & Penetration; this combined with the Ninja Tabi (and later Jotunn's Wrath) means you cap CDR and almost cap penetration. To me, this 3-some of items is exactly where any bruiser's heart should be.

Power. Mana. Penetration. Cooldown Reduction. The perfect, in my opinion, item. It has sustain (Mana), it has damage (Power & Pen) and it has support in the form of a massive 25% CDR. As the crowning glory of the above mentioned 3-some, Jotunn's is a must-take on any bruiser or assassin.

The Secondary Items


devourer's gloves Lifesteal wise, you have 3 main choices: Soul Eater, Bloodforge and Devourer's Gloves. Now, Chaac is most certainly not a hard assassin, nor does he rely extensively on auto-attacks; this, in my eyes, puts both Soul Eater & Bloodforge out of the way. Because he has such high ability damage progression, the high flat power offered by the Gloves (a total of 60) means that all of your massive high damage AOEs will be hitting VERY hard.

Now, many will tell you that Heartseeker is a must take on any jungler or ADC, but for I prefer thinking of it as an optional bonus item. If you feel, say in the jungle for instance, safe in your farming patterns and/or you're well ahead (say you secured both early mid-camps and a gank) then Heartseeker can really pay off. If, however, your on the opposite side of the coin or your jungle opponent is a very invade-heavy god like Bakasura or Arachne, then picking up Heartseeker may not be a good idea; you could die too much to make it worthwhile or not be able to get consistent farm to stack it in the first place! So instead, I'd recommend picking up Asi: it's similarily priced and is a very good stepping stone item to bigger things, like Voidblade & Devourers. It'll also help when dueling the enemy jungler for control of camps, because of the in-built passive, as long as you keep attacking, surviving shouldn't be too hard.

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Collapse All Comments

1
Pentargonite (62) | March 2, 2014 7:25am
Why go for hide as start? Why not mistycal mark?
1
Subzero008 (112) | January 1, 2014 6:28pm

Build


Can you say, "inflexible?" Also, isn't it a better idea to go for an specific item like shield or void blade rather than the generic Hides?

Items


Incomplete, but what is there is good. Pretty well explained, but STILL ****ING INCOMPLETE!!!

Skills


You need to go more in-depth. Explain the when, where, how, and what about the abilities. For example, would I use his heal when he's being damaged, or like Solar Blessing, where I'm in safety? How to I react to Weakening Curse? Stuff like that.

Gameplay/Guiding


None. Bad.

Details


Not much to say, lacks BBC coding, too much walls of text.

Summary


Overall, this guide feels like it was accidentally published. It needs a huge, overall expansion on everything. Downvote.
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