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An example of what a final build may look like, balancing damage, protections, and utility.
Consider these items depending on situation and need:
Welcome to my short Cupid guide! While my focus lately has primarily been on Duel, I may expand this guide in the future to include other modes like Joust and Conquest.
It's important to note that this guide doesn't assert itself as the definitive method for playing Cupid in the Duel game mode. Instead, I'm sharing techniques and strategies that have proven successful for me. Think of this as a collaborative effort to refine and enhance our approaches to playing Cupid in Duel. If you have questions or suggestions for improvement, I welcome discussion and feedback. Let's work together to elevate not only my strategies but also those of others in the community.
In the realm of Duel, it is imperative for Hunters to acknowledge their inherently weak early and mid-game capabilities when compared to other classes. This stems from their dependence on acquiring multiple items to achieve relevant Basic Attack damage, necessitating a considerable investment of time and farm. While certain Hunters can compensate for their lack of early-game offensive potency through ability damage, Cupid faces a unique challenge as he possesses only one damaging ability outside of his ultimate.
Hence, his overarching strategy should focus on keeping pace with his opponent until his main power spikes begin to materialize. Prioritizing efficient farming, minimizing avoidable deaths, and protecting structures are essential components of this approach. By executing these elements meticulously, he can ensure a favorable advantage as he begins to navigate the late-game.
Item 1 - Devourer's Gauntlet
Initially, I contemplated Griffonwing Earrings, Asi, and Transcendence for either their immediate power spikes or comparable damage. However, they lose out to the balance of damage and sustain that a fully stacked Devourer's provides, which fits the strategy of enhancing late-game prowess most effectively.
Item 2 - Breastplate of Valor OR Genji's Guard
As a Hunter characterized by a weak early-game, opting for Devos further handicaps your offensive potential during this phase. Investing in additional power items during this time would fare largely ineffective. I've found it to be more advantageous to prioritize a defensive item at this point, bolstering survivability while safely accumulating stacks.
For Physical Protections, Breastplate of Valor surpasses Berserker's Shield here, as the Cooldown Reduction proves more advantageous for survival and maneuvering through early-game challenges. The versatility of having the glyph option on your primary defensive item also enhances its overall value. Do note that you can also build into Berserker's later if you find yourself needing additional protection.
For Magical Protections, Genji's offers less base Cooldown, but more situational Cooldown if you utilize its passive correctly, allowing you to cycle through your kit rapidly during skirmishes.
Item 3 - The Executioner
Perhaps one of the strongest items in the game currently, an Executioner built here seamlessly alligns with any escalation in enemy defenses. Not only does it boast exceptional stats at an inexpensive price, but it also offers one of the strongest glyph upgrades in the game in Envenomed Executioner.
Also note that because we will be building into Qin's later, Dominance loses out to Exe here as its passive penetration does not apply to the Qin's passive damage.
Item 4 - Fail-Not
Initially, I opted for Demon Blade as my pre-Qin's Crit/Pen item, believing I needed the additional Attack Speed supplementation. However, transitioning to Fail-Not has proven to be significantly more impactful. The massive Cooldown Reduction, coupled with that of your defensive item, allows you to cycle through your kit multiple times in extended engagements. Moreover, the passive effect enhances your Crit chance following your ult, adding an extra layer of potency to your attacks.
Item 5 - Qin's Sais
Qin's is our big power spike item that will elevate your DPS more effectively than a Deathbringer would in the face of a Spectral Armor. By first incorporating Qin's alongside Fail-Not's Crit chance before building Deathbringer, it places opponents in a dilemma—either invest in Spectral, where Qin's still holds its own, or forego it, opening the door for a follow-up Deathbringer to maximize your late-game damage output.
Item 6 - Odysseus' Bow OR Shogun's Kusari OR Berserker's Shield OR Deathbringer
Adapting to your opponent's pressure is crucial in optimizing your build strategy. If you find yourself in a favorable position to focus on further increasing your damage output, prioritize Deathbringer as your primary choice if the enemy lacks Spectral Armor. When facing opponents with Spectral, consider incorporating Odysseus' Bow to further enhance Qin's and assist in clearing waves.
Otherwise, supplementing yourself with additional protections is recommended. Not only will these options enhance your ability to survive, but their high native Attack Speed synergizes with Qin's Sais to provide a significant boost to DPS.
In closing, this Cupid guide serves as a starting point for our collective exploration. While currently tailored for Duel, future expansions will embrace other modes. Remember, this guide isn't the definitive Cupid playbook but a collaborative effort. Your questions and suggestions are vital in refining strategies not only for me but for the broader community. Let's continue working together to elevate our Cupid gameplay and build a valuable resource for all enthusiasts.
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That said, it definitely provides a unique item for Duel (or for some Solo physical gods into magical gods as an early item), and that's where the problem lies, I think.
Agreed on Fail-Not being the best hybrid item, since crits are for basic attackers and the CDR is for abilities, but it also means it fits more strategically.
@DV-8, I like the writeup. I do forget Fail-Not at times when I really shouldn't, and it's definitely nice for Cupid.
Would be good to know though...what's your AS at full build with the various Item #6 options? With 2 potential items that don't provide AS (Fail and situationally DB), Asi might feel better for DPS in those cases.
I've adjusted the guide slighty to accommodate this change. Upon reconsideration, I'm leaning towards Genji's as a more favorable second item option. Even with Cooldown aside, it simply provides superior protection than a Shogun's early. Of course, you also have the option to build into a Shogun's after Qin's for additional protections, as well as a significant DPS boost through its 40% Attack Speed.
As far as working Cooldown Reduction into Attack Speed builds, I'd have to agree. You can sneak a Fail-Not into most builds, but outside of that there really aren't many options.