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[Conquest]Raijin The Carry 3.2

7 1 135,084
by blakefrz updated February 18, 2016

Smite God: Raijin

Build Guide Discussion 2 More Guides
Choose a Build: Early Snowball
Early Snowball HP soak High Magic Power (781) with stacks
Tap Mouse over an item or ability icon for detailed info

Raijin Build

Start

Build Item Vampiric Shroud Vampiric Shroud
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Aegis Amulet Aegis Amulet

Main Build (Rod replaces shroud end game)

Build Item Vampiric Shroud Vampiric Shroud
Build Item Doom Orb Doom Orb
Build Item Shoes of the Magi Shoes of the Magi
Build Item Polynomicon Polynomicon
Build Item Spear of the Magus Spear of the Magus
Build Item Spear of Desolation Spear of Desolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads

Possibly burstier

Build Item Doom Orb Doom Orb
Build Item Shoes of the Magi Shoes of the Magi
Build Item Polynomicon Polynomicon
Build Item Spear of the Magus Spear of the Magus
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti

Raijin's Skill Order

Percussive Storm

1 X Y
Percussive Storm
1 8 11 12 14

Raiju

2 A B
Raiju
2 3 6 7 10

Thunder Crash

3 B A
Thunder Crash
4 15 16 18 19

Taiko Drums

4 Y X
Taiko Drums
5 9 13 17 20
Percussive Storm
1 8 11 12 14

Percussive Storm

1 X
Raijin pounds his drums sending forth a peal of thunder in a line, then another, then two at once, each growing wider as it travels. The thunder deals Magical Damage to Enemies it hits.

Ability Type: Line, Damage
Damage Per Shot: 30 / 45 / 60 / 75 / 90 (+30% of your Magical Power)
Range: 65
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s
Raiju
2 3 6 7 10

Raiju

2 A
Raijin marks a target enemy by dismissing his ally Raiju, who deals damage as he hides in the enemy's navel. While asleep, Raiju slows and reveals the target to Raijin's team on the minimap. The next time Raijin hits the target, Raiju awakens and claws his way out, doubling the slow and damaging the target and 5 nearby enemies every .5s for 2.5s in his attempt to flee. Subsequent enemies hit take decreased damage.

Ability Type: Target, Slow, Damage
Initial Damage: 20 / 30 / 40 / 50 / 60 (+15% of your Magical Power)
Damage Per Tick: 20 / 30 / 40 / 50 / 60 (+15% of your Magical Power)
Bounce Damage Per Tick: 14 / 21 / 28 / 35 / 42 (+10% of your Magical Power)
Mark Duration: 4s
Slow: 15%
Radius: 12.5
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Thunder Crash
4 15 16 18 19

Thunder Crash

3 B
Raijin sends a bolt of lightning crashing down at his ground target location mesmerizing enemies, while Raijin himself ascends into the sky. Shortly thereafter he crashes down at that location, doing a burst of damage to all enemies in the area.

Ability Type: Circle, Mesmerize, Damage
Thunder Damage: 60 / 75 / 90 / 105 / 120 (+50% of your Magical Power)
Mesmerize Duration: .3s
Range/Radius: 60/25
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 17 / 16.5 / 16 / 15.5 / 15s
Taiko Drums
5 9 13 17 20

Taiko Drums

4 Y
Passive: Raijin gains increased Attack Speed.
Active: Raijin flies above the battlefield, beating his drum 4 times to summon peals of thunder. With each hit, he has a choice of three beats:

Beat one: 100% damage
Beat two: Taunt and 50% Damage
Beat three: Fear and 50% Damage

While in the air, Raijin suffers a 20% Movement Speed Slow.

Ability Type: Line, Crowd Control, Damage
Damage Per Hit: 100 / 135 / 170 / 205 / 240 (+40% of your Magical Power)
Taunt Duration Per Hit: .5s
Fear Duration Per Hit: .5s
Attack Speed: 5 / 10 / 15 / 20 / 25%
Range: 100
Cost: 90
Cooldown: 90s

Introduction

Honestly Raijin is the most fun ive had in awhile with smite so i decided to make a guide.
All feedback is welcome, grammar fixes etc i know my grammar blows. Will be constantly updating and editing if i find new tips and tricks. Hopefully he doesnt get nerfed super hard next patch.

Pros / Cons

Honestly he is super strong right now and probably will get nerfed but here are some of the pro and cons i have found playing him.

PROS:

Super bursty his ult at level 5 can take 30-40% enemy down to death and its alot easier to hit then anubis. his 2 hits for 25-50% on squishys and with his passive and poly can finish most enemies off.
He has an escape, sure he can be CC'ed but atleast he has one.

Decent clear at level 5 2 ability will basically clear lane and mid jungle camps, not at the same time of course.

Decent Healthpool i have fought 2 anubis and won lane and just aegising there ult after im done being mummified and living. Considering anubis needs the early lead and can snowball pretty hard.

Great CC on his ult taunting or fearing in teamfights is insane and makes it easy to hit his ult.


CONS:
His abilities are hard to hit his 2 is very finicky and travels slow so you have to lead your target, his 1 is a small line and stops on the first god hit sometime allowing other gods to stop your clear.

Chase potential is limited His 3 is on a large cooldown so you mostly want to save it to get away or get back to lane faster.

Skills

Skill priority goes: 4,2,1,3.


Passive : Static Crescendo

Raijin’s drums gather static charges as he fires Basic Attacks and Abilities. When all four drums are charged, his next in-hand does additional damage. Basic Attacks grant one Charge.
Bonus Damage : +100% of your Basic Attack Power
Works very well combined with poly.

Percussive Storm

Raijin pounds his drums sending forth 4 peals of thunder in a line, each growing wider as it travels. Each peal deals (25/40/55/70/85 +30% of your Magical Power) to enemies hit, and stops on the first enemy god in it’s path. Cost: 80/85/90/95/100. Cooldown: 10s.
This ability grants one charge of Static Crescendo each time it fires, for a total of 3 charges.

2+1 combo to clear wave early on sometimes it even pokes enemy god.
Raiju

Raijin marks a target enemy by dismissing his ally Riaju, who hides in the enemy’s navel. While asleep, Raiju reveals the target to Raijin’s team on the minimap. The next time Raijin damages the target, Raiju awakens and claws his way out, damaging (80/125/170/215/260 + 70% of your Magical Power) the target and 5 nearby enemies in his attempt to flee. Cost: 70/75/80/85/90. Cooldown: 18s.
Mark Duration : 4/5.5/7/8.5/10s
This ability grants one charge of Static Crescendo upon first activation.

Does massives damage to gods when its triggered and can poke when you clear, also easy to proc poly and passive doing alot of extra damage if you can hit you basic afterwards.


Thunder Crash

Raijin sends a bolt of lightning crashing down at a target location, damaging and mesmerizing enemies. Raijin himself ascends into the sky and crashes down at that location shortly after, doing a second burst of damage to all enemies in the area. Cost: 70/75/80/85/90. Cooldown: 15s.
Lightning Damage : 20/30/40/50/60 (+20% of your Magical Power)
Thunder Damage : 40/60/80/100/120 (+40% of your Magical Power)

Raijin gains one charge of Static Crescendo for each stage of this ability, for a grand total of 2.

Main use if for escape, can be used to mesmerizes and interrupt enemy channel but i personally dont as it can put you at risk for receiving more damage. Can be used to jump wall, also only the middle ring stuns.

Ultimate : Taiko Drums

Raijin flies above the battlefield, beating his drum 4 times to summon 4 peals of thunder in rapid succession, each a choice of three beats. Cost: 90. Cooldown: 90s.
Beat One : 100% Damage
Beat Two : 50% Damage and .5s Taunt
Beat Three : 50% Damage and .5s Fear
Base Damage : 120/150/180/210/260 (+50% of your Magical Power)


Massive damage, at level 5 with 30 doom orbs stacks can kill a squishy with 30-40% hp also really easy to hit, can also be used to taunt or fear for cc in team fights.

Laning

Start with your 1 to clear jungle camps early on 25 x 4 peals = 100 damage without adding any extra damage from magic power and its on a faster cooldown as your normally clear damage camp and back harpies camp at the same time. Once you get to lane use your 1 to clear and you should be level 2 after the first wave so upgrade your 2 as it can be place on minions and sometimes pokes enemy gods if there close to the wave combine. it with your 1 to clear very fast or burst an enemy god. When you hit level 3 ethier level up your 3 if your feeling pressured or put a point into your 1. Try to get the mid harpies as much as possible, if you get both and it can set you up to be a WHOLE LEVEL AHEAD of your enemy mid-laner.

Team Work

Raijin has high hp scaling,magic and physical protections making him some what beefy and harder to burst down compared to other mages. He can help chase or mes multiple people with his 3. he can burst down enemy hunter or mages with 2+1 combo + basic +100% in hand and possibly with poly when you get to team fights. If you have enough damage use your ult for fear or taunt to help your teammates secure kills easier and take less damage from doing so possibly allow you to do objectives.

Combo's

2+1
3+2+ basic
2+1+4 if there still alive basic when you come down should finish them.

Items

Let me make this clear shoes of focus and shoes of magi you can choose whichever is your personal preference, less then 3% damage difference. I prefer magi for the extra pen on tanks and the extra power spike early can mean the difference between a kill or not with his ult.

Starter

Vampiric shroud: Helps sustain in lane.
Lost Artifact: early mp regen and magic power.
Sanctuary: Good to use if you get caught out or hit by kraken or anubis ult,Nox ult etc thantos ult etc.

Core:
Doom Orb: 140 magic power with max stacks, try to keep them up.
Boots of the Magi: Magic power and pen, helps with beefier junglers and base resistance scalings. The other boots are still viable its personal preference.
Polynomicon: Works with passive, 2+basic = poly and passive proc = 175% basic scaling maybe less but still poly works with passive.
spear of magus: Pen still better then shard on people with 50 protections and more then 200 protections. Math for proof
New Spear vs Shard Graphs
Spear of desolation: Helps with beefier teams with 20+ pen and huge magic power.
OR
Soul Reaver: Good magic power and passive increase your burst even more.
Rod of Tahuti: 25% more magic power and again more magic power.

Rotations

Try to share xp that is close to you with jungler, If you push your enemy mid-laner out of lane try to gank other lanes. if jungler isnt getting damage camp for your solo it. If your midlaner is in another lane follow and counter gank.

Passive Procing

His passive meter is really funky at the moment after you cast your ability at 4 drums your next basic gives a yellow number ontop of your white number. your yellow number is your passive. its easy to see the passive work with your 2+ basic combo.
when you do the 2+1 combo make sure you have 3 drums charge and toss your 2 then your 1 it 2 should max your passive and your 1 will use it then your next basic should proc your passive.

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1
Aerissa | May 26, 2016 4:52pm
This build in Grab Bag works wonders.. just literally auto attacked a fenrir once and he was dead... i'd use my 3 on anyone and they were gone... gg
1
Technotoad64 (46) | May 5, 2016 11:04am
Some headings and images would be appreciated. Upvote anyway.
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