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Definitive Ah Puch Conquest Mid Lane Guide

16 4 36,792
8.5
by Kriega1 updated February 25, 2024

Smite God: Ah Puch

Build Guide Discussion 4 More Guides
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Ah Puch Build

Start for Timeline Build

Notes Go for the Sands build if you want a stronger mid game build spike. Both the Sands and Conduit builds have a similar lategame, though you can ditch Myrddin from the Sands build and rely on Sands/Pendulum for lone CDR without needing to invest in other CDR.

Notes

Go for the Sands build if you want a stronger mid game build spike. Both the Sands and Conduit builds have a similar lategame, though you can ditch Myrddin from the Sands build and rely on Sands/Pendulum for lone CDR without needing to invest in other CDR.

Build Item Sands of Time Sands of Time
Build Item Spellbook Spellbook
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Timeline Ability Build

Notes Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds, and you also might get Divine Ruin in some games

If Anti-Heal is needed, you can trade Spear of Desolation for Divine Ruin.

Can swap The Alternate Timeline for Pendulum of Ages if you do not feel like you're likely to die in fights.

Notes

Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds, and you also might get Divine Ruin in some games

If Anti-Heal is needed, you can trade Spear of Desolation for Divine Ruin.

Can swap The Alternate Timeline for Pendulum of Ages if you do not feel like you're likely to die in fights.

Build Item The Alternate Timeline The Alternate Timeline
Build Item Book of Thoth Book of Thoth
Build Item Spear of Desolation Spear of Desolation
Build Item Staff of Myrddin Staff of Myrddin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Start for Focus Build

Notes Go for the Conduit build if you want stronger early clear. Both the Conduit and Sands builds have a similar lategame. Gem of Focus buffs Soul Reaver proc damage, which can give a *slight* boost to damage to very high HP targets.

However, you are forced into Chronos' Pendant with this build somewhat, as Spear of Desolation is your only real early game option otherwise for CDR as Soul Gem is both weak/out-of-meta and lategame focused, and Staff of Myrddin is mid to late focused as well.

Notes

Go for the Conduit build if you want stronger early clear. Both the Conduit and Sands builds have a similar lategame. Gem of Focus buffs Soul Reaver proc damage, which can give a *slight* boost to damage to very high HP targets.

However, you are forced into Chronos' Pendant with this build somewhat, as Spear of Desolation is your only real early game option otherwise for CDR as Soul Gem is both weak/out-of-meta and lategame focused, and Staff of Myrddin is mid to late focused as well.

Build Item Conduit Gem Conduit Gem
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Focus Ability Build

Notes If Anti-Heal is needed, swap out Book of Thoth for Divine Ruin.

Can alternatively go Perfected Rod of Tahuti over Staff of Myrddin (get last).

Can swap Obsidian Shard for Charon's Coin.

Notes

If Anti-Heal is needed, swap out Book of Thoth for Divine Ruin.

Can alternatively go Perfected Rod of Tahuti over Staff of Myrddin (get last).

Can swap Obsidian Shard for Charon's Coin.

Build Item Gem of Focus Gem of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Book of Thoth Book of Thoth
Build Item Staff of Myrddin Staff of Myrddin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Relics and Shard

Notes Replace Horn Shard at level 12 for Aegis Amulet.

Upgrade relics to their upgraded versions once you're full build. Temporal Beads especially is the more important relic upgrade to prioritise.

Notes

Replace Horn Shard at level 12 for Aegis Amulet.

Upgrade relics to their upgraded versions once you're full build. Temporal Beads especially is the more important relic upgrade to prioritise.

Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Horn Shard Horn Shard

Alternative Items

Notes Divine Ruin - Standard Anti-Heal option, can still be bought for the on-hit passive and for more squishy focused burst if desired. Less necessary on Puch due to his innate anti-heal.

Ethereal Staff - Niche anti-tank bruiser option.

Pendulum of Ages - More damage focused Sands of Time upgrade.

Breastplate of Determination - Strong defensive option especially into physical damage and can be paired with Book of Thoth.

Charon's Coin - Alternative to Obsidian Shard if you want more MP5 / potential mobility.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Notes

Divine Ruin - Standard Anti-Heal option, can still be bought for the on-hit passive and for more squishy focused burst if desired. Less necessary on Puch due to his innate anti-heal.

Ethereal Staff - Niche anti-tank bruiser option.

Pendulum of Ages - More damage focused Sands of Time upgrade.

Breastplate of Determination - Strong defensive option especially into physical damage and can be paired with Book of Thoth.

Charon's Coin - Alternative to Obsidian Shard if you want more MP5 / potential mobility.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Build Item Divine Ruin Divine Ruin
Build Item Ethereal Staff Ethereal Staff
Build Item Pendulum of Ages Pendulum of Ages
Build Item Breastplate of Determination Breastplate of Determination
Build Item Charon's Coin Charon's Coin
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti

Experimental Timeline Build

Notes Get glyph for Rod of Tahuti once you're full build.

Notes

Get glyph for Rod of Tahuti once you're full build.

Build Item The Alternate Timeline The Alternate Timeline
Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti
Build Item Staff of Myrddin Staff of Myrddin
Build Item Soul Reaver Soul Reaver

Ah Puch's Skill Order

Undead Surge

1 X Y
Undead Surge
2 8 10 11 12

Corpse Explosion

2 A B
Corpse Explosion
3 4 6 7 9

Fleeting Breath

3 B A
Fleeting Breath
1 15 16 18 19

Empty the Crypts

4 Y X
Empty the Crypts
5 13 14 17 20
Undead Surge
2 8 10 11 12

Undead Surge

1 X
Ah Puch raises two decaying corpses from the underworld that surge forward exploding on anything they touch, when they reach max distance, or when Ah Puch reactivates Undead Surge dealing damage and slowing targets hit. Enemies hit also have their healing received lowered by 40% for 5s. The corpses collapse after exploding, remaining behind.

Ability Type: Line, Slow, Damage
Damage: 90 / 110 / 130 / 150 / 170 (+35% of your Magical Power)
Slow: 20 / 25 / 30 / 35 / 40%
Slow Duration: 2s
Range: 60
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Corpse Explosion
3 4 6 7 9

Corpse Explosion

2 A
Ah Puch causes the target area to explode dealing damage. Corpse Explosion also causes any decaying corpses in the area to explode.

Ability Type: Circle, Damage
Initial Damage: 60 / 70 / 80 / 90 / 100 (+20% of your Magical Power)
Damage Per Corpse: 55 / 80 / 105 / 130 / 155 (+25% of your Magical Power)
Range: 55
Radius/Corpse Radius: 20/25
Cost: 60
Cooldown: 8s
Fleeting Breath
1 15 16 18 19

Fleeting Breath

3 B
Ah Puch throws a charm from the underworld which awakens a decaying corpse that applies miasma to targets in an area and falls to the ground, remaining behind. Targets take damage every 1s. After the duration, targets take additional damage and are stunned if they were healed by an ability during the initial duration.

Ability Type: Circle, Stun, Damage
Damage Per Tick: 30 / 40 / 50 / 60 / 70 (+20% of your Magical Power)
Additional Damage: 50 / 100 / 150 / 200 / 250 (+50% of your Magical Power)
Stun Duration: 1.5s
Duration: 4s
Radius: 13
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
Empty the Crypts
5 13 14 17 20

Empty the Crypts

4 Y
Ah Puch unleashes an army of Wraiths from the Ninth Hell that swarm forward and reduce healing and deal damage to enemies they collide with.

Ability Type: Area, Damage
Damage Per Wraith: 40 / 50 / 60 / 70 / 80 (+10% of your Magical Power)
Duration: 6s
Healing Reduction: 20% per Stack
Max Stacks: 3
Range: 75
Cost: 100
Cooldown: 90s

Intro

Hi, this guide is brought to you by Kriega1, I started playing Smite on PS4 in 2016 around Erlang Shen's release in Season 3, and eventually long term migrated to PC Smite around mid Season 7. I have peaked GM/Masters on PS4 and Masters in Ranked Conquest on PC. I also am a Mentor on the Official Smite Discord where I focus on general building for each role. I hope you find this guide as a useful learning resource for playing Ah Puch in the Mid lane.

Abilities

Ah Puch's Abilities


Passive - Hollow Ground

A max limit of 6 corpses can be deployed, and have a lifetime of 45 seconds. Mainly useful for out of combat regen though the cooldown reduction can be clutch in certain situations. Can proc Breastplate of Regrowth.


Ability 1 - Undead Surge

Ah Puch's primary ranged poke paired with Corpse Explosion. Can be somewhat unreliable in narrow spaces due to the corpses having a wide travel path/collision radius which can lead to wall collision and therefore shorter travel distance, and also because it can be body blocked by tanky frontliners.

Due to the anti-heal on this ability (and to a lesser extent Empty the Crypts), Divine Ruin is often less necessary on Ah Puch though can still be good to build if you need to be the main source of anti-heal on your team.

Without having to rely on a nearby wall, reactivating the ability early after casting will stop it in it's travel path so you can have a easier time picking up the corpses for sustain.


Ability 2 - Corpse Explosion

Ah Puch's main source of burst damage paired with the spawned corpses from Undead Surge and Fleeting Breath, otherwise generally a very mediocre ability when used independently. Can be used over walls.


Ability 3 - Fleeting Breath

A conditional Hard CC ability that works well into healers/gods with self healing (forcing them to delay healing themselves while it's applied or be forced to take additional damage and be stunned).

Can proc on Tiamat's passive Death Begets Life if nearby minions die. The additional damage/stun does not proc from health potions, lifesteal, meditation relics or HP5 heals. Can be used over walls.


Ultimate - Empty the Crypts

Large AoE zoning ultimate that helps into dive and to counter gods reliant on sustain. Damage can go through walls.


Example Combos:

Main Combos:

Undead Surge > Fleeting Breath > Corpse Explosion

(If being dived) Empty the Crypts > Undead Surge > Fleeting Breath > Corpse Explosion

How to Play

Gameplay Start / Early Game:
  • Start at the Fire Giant side Speed/Red buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the intersection (towards mid lane) between the Speed and Red buff camps, at the same time your Jungler will have leashed the Red/Speed buff towards the intersection.

  • As the 2 camps position together use Fleeting Breath to clear the camps. Make sure to pickup the Red buff once it has dropped. After these camps are cleared you will be level 2.

  • Now quickly make your way to the Gold Fury side Speed buff, if your jungler has not reached it yet (they should be) then leash the camp yourself towards the mid lane while you use Fleeting Breath to clear the camp. Avoid pulling the camp into tower range if possible. After this you will immediately head to lane while your jungler will typically clear the xp camp to the side of the green buff.

  • From here you will usually meet the enemy mid in lane on the first wave. Depending on yours and their early pressure/clear and positioning you will decide whether you'll be able to fight or not and whether you'll be able to use Undead Surge on the whole wave or just be able to hit the front melee minions.

  • How it goes from here will determine: if it's just a stalemate, you or your jungler has kill potential, if you will have mid camp pressure or if you'll have to back towards your tower line and safe clear.

  • From here you'll mainly be looking to clear waves, contest mid camps, clear the damage buff, assist support with health buff clear (once they rotate over from duo), and being aware of rotation opportunities.

  • In some cases you may be able to steal enemy side jungle farm but it is risky and not that generally beneficial for direct farm compared to your own side's farm and controlling neutral farm, but can be useful to put the enemy further behind.


Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to control the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury and Pyromancer objectives.

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. In 1vs1 cases you'll have to decide whether you or the other enemy has more kill potential and who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it.

  • As for Gold Fury and Pyromancer opportunities they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...


Late Game:
  • At this stage you'll mainly be looking at wave pushing, contesting Fire Giant, and Phoenix sieging / Phoenix defense, though Pyromancer and Gold Fury (especially Oni variant) will still be somewhat relevant but less important.

  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your ADC to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

Warding

Mid Warding:

Here are your regular warding spots for mid, to help your team be aware of the enemy team's general rotations especially when you're not in mid lane. Generally with good map awareness you shouldn't need to rely on wards much yourself for safety.


  • Green: Placing wards at these locations on both sides of the lane give you good general vision of the nearby jungle, giving vision of the entrances to your lane so you can see incoming ganks.

  • Purple: You can place a ward directly in front of the enemy tower (but not within its range), which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps.


Late-Game Warding:

Over here is shown the ideal lategame warding spots around Fire Giant, though often you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes.



  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward.

    The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

Leave a Comment

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Collapse All Comments

1
biuliu | April 6, 2024 10:23am
This build got me a penta on my first game, lol.
1
DV-8 (35) | October 3, 2023 9:22am
Shouldn't there be some defensive options listed for him as well?
1
Kriega1 (143) | October 3, 2023 10:46am
Maybe could add Mantle or Magi's, Timeline doesen't really benefit him I think - not really any instant hard CC for instance, or a really low cd ability he'd be guaranteed to use after revive. I'd have to think about it. Last time I felt defense was good on him in mid was the last tablet meta. Also I find it harder to get away with building defense somewhat after the power reduction in mage builds.
1
DV-8 (35) | October 23, 2023 9:07am
Breastplate of Determination is one I'd recommend specifically, as it is being built by everyone right now.
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League of Legends Build Guide Author Kriega1
Definitive Ah Puch Conquest Mid Lane Guide
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