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Deity/GM Susano Jungle

1 0 1,069
by AutoSpeed updated February 14, 2025

Smite God: Susano

Build Guide Discussion 0 More Guides
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Susano Build

STARTING ITEMS

Build Item Bumba's Golden Dagger Bumba's Golden Dagger
Build Item Axe Axe
Build Item Health Potion Health Potion
3

FULL BUILD

Notes This build offers 30 cooldown rate, which adds up to be exactly 23.08% cooldown reduction with the formula.

CDR% = (1 - (100 / (100 + CDRate))) Ă— 100

Notes

This build offers 30 cooldown rate, which adds up to be exactly 23.08% cooldown reduction with the formula.

CDR% = (1 - (100 / (100 + CDRate))) Ă— 100

Build Item Bumba's Hammer Bumba's Hammer
Build Item Hydra's Lament Hydra's Lament
Build Item Void Shield Void Shield
Build Item Brawler's Ruin Brawler's Ruin
Build Item Heartseeker Heartseeker
Build Item Titan's Bane Titan's Bane
Build Item The Crusher The Crusher

Susano's Skill Order

Storm Kata

1 X Y
Storm Kata
2 4 6 7 9 15 16 18 19

Wind Siphon

2 A B
Wind Siphon
3

Jet Stream

3 B A
Jet Stream
1 8 10 11 12

Typhoon

4 Y X
Typhoon
5 13 14 17 20
Storm Kata
2 4 6 7 9 15 16 18 19

Storm Kata

1 X
Strike three times in quick succession.
  • The first attack deals Physical Damage to enemies in front of you.
  • The second attack spins, dealing Physical Damage to enemies around you.
  • The third attack Dashes forward dealing Physical Damage.
Strike Damage: 50 / 75 / 100 / 125 / 150
Strike Damage Scaling: 55% Strength
Spin Damage: 50 / 75 / 100 / 125 / 150
Spin Damage Scaling: 55% Strength
Dash Damage: 20 / 32.5 / 45 / 57.5 / 70
Dash Damage Scaling: 25% Strength
Strike Range: 4.8m
Strike Cone Angle: 60 degrees
Spin Radius: 4.8m
Dash Range: 7m
Dash Radius: 0.5m
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • This ability Cooldown is increased by 1s for each additional attack used.
  • Dash passes through all enemies.
Wind Siphon
3

Wind Siphon

2 A
Command the winds to blow, dealing Physical Damage to enemies in front of you.
  • Enemies in the inner area are also Pulled towards you.
Damage: 90 / 120 / 150 / 180 / 210
Damage Scaling: 70% Strength
Cooldown: 16s
Cost: 40 / 50 / 60 / 70 / 80
Range: 5.6m
Cone Angle: 105 degrees
Inner Cone Angle: 40 degrees

Additional Notes:
  • Enemies are Pulled to the location in front of you at the start of the attack.
Jet Stream
1 8 10 11 12

Jet Stream

3 B
Throw a gust of wind projectile that stops on walls or the first enemy hit, creating a whirlwind.
  • The whirlwind deals Physical Damage repeatedly.
  • You can reactivate this ability to Teleport to the whirlwind.
Damage: 20 / 30 / 40 / 50 / 60
Damage Scaling: 25% Strength
Cooldown: 16s
Cost: 45 / 50 / 55 / 60 / 65

Additional Notes:
  • NOTE 1: The Whirlwind will travel with the enemy hit.
  • This ability Cooldown is reduced by 4s when Teleporting to an enemy.
  • Ability hits 6 times, over 3 seconds.
Typhoon
5 13 14 17 20

Typhoon

4 Y
Summon a typhoon which repeatedly deals Physical Damage as it grows in size.
  • After reaching full size, the typhoon is launched in the direction you are facing, dealing Physical Damage and Knocking Up enemies.
  • Reactivate this ability to fire the typhoon at its current size, dealing less damage.
Damage Per Tick: 15 / 20 / 25 / 30 / 35
Damage Scaling Per Tick: 12% Strength
Max Damage: 210 / 270 / 330 / 390 / 450
Damage Scaling: 110% Strength
Cooldown: 90s
Cost: 80 / 85 / 90 / 95 / 100
Start Radius: 4m
Max Radius: 8m

Additional Notes:
  • This ability automatically refires after 2s.
  • This ability starts at 50% Size and Damage and increases over the duration.
  • The Typhoon will travel in the direction Susano is facing on refire.

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season and I am rank Deity in Smite 2. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Twitch

Twitter

YouTube

Discord

Susano Basics

Susano's Abilities


Passive - Gathering Storm

Susano gains stacks of Gathering Storm upon damaging enemy gods, and at 4 stacks his next ability does bonus damage.

Gathering Storm is a passive which you don't have to think about at all, just know it gives small damage bonuses in each fight.


Ability 1 - Storm Kata

Susano slashes in a cone, circle, and then dashes forwards. He has to manually press the ability 3 times to fully complete it, and can wait up to 3 seconds in-between slashes.

Storm Kata is Susano's main damaging ability, used to clear and poke enemy gods. Cancelling it to sneak in an auto attack is essential for maximum dps, and I highly recommend putting the ability on "Quick Cast" or "Instant Cast".


Ability 2 - Wind Siphon

Susano deals damage in a cone, and pulls enemies in the center towards him.

Wind Siphon is used to bring enemies into auto attack range, and is a good way to confirm his damage on the enemies.


Ability 3 - Jet Stream

Susano throws a whirlwind forward which stops on the first enemy hit. It proceeds to follow and damage them over time for 3 seconds, and Susano can activate the ability again to teleport to the whirlwind.

Teleporting to an enemy reduces the cooldown. Jet Stream is used to get close to the enemies, or to escape from them.


Ultimate - Typhoon

Susano summons a giant hurricane at his location, slowly pulling enemies towards the center and increasing in size. Susano can activate the ability again to fire it, damaging enemies and knocking them up if it is big enough.


Ability Rotations:

Full Damage Combo:

Wind Siphon > Auto Attack > Jet Stream > Auto Attack > Jet Stream > Auto Attack > Storm Kata > Auto Attack > Storm Kata > Auto Attack > Storm Kata

At each use of Storm Kata, you cancel the ability to Auto Attack. "Instant Cast" or "Quick Cast" are highly recommended to do this fluently.

Enemy has escape/jump ability up:

Wind Siphon > Auto Attack > Jet Stream > Auto Attack > Storm Kata

Instead of teleporting to Jet Stream for damage, use your Storm Kata combo instead. Save your Jet Stream teleport for when the enemy uses their escape ability.

Typhoon Combo:

Blink Rune > Wind Siphon > Typhoon > Jet Stream > Auto Attack > Storm Kata

If you think the enemy will run away the second you go in, save your Typhoon until after you teleport with Jet Stream. If the enemy does not run away right away, use your Storm Kata until they do so.

If the enemies escape the center of your Typhoon, press it early (but it's size should be big enough to knock up).

Typhoon can be pressed twice to instantly shoot out a small Typhoon with no knockup, this is good for a quick execute on a low health enemy.

If the enemy gets the blink off on you first, press Typhoon instantly, and cancel it as soon as possible to knock them up.

Jungle Tutorial

Early Game:
  • Start at the Gold Fury side Speed Buff; once the Speed Buff jungle camp is cleared, head towards your XP Buff right next to your Speed Buff; afterwards, you want to head towards the XP camp right next to the Gold Fury Buffs (this will let you hit level 2).

    After that you want to head towards mid to contest the mid camps in the right jungle with your mid laner. Once that is done, head towards your red buff, and either you or your mid laner can take this buff.

    Then go down towards your scorpion camp and XP camp (this will let you hit level 3).

  • You should have a priority of Buff Camps > Rotations > Harpies. Farming is important for you because you scale hard with items. If neither of the side lanes look like a good rotation, focus on farming for your ultimate Typhoon, as it is a very powerful ability.

  • If you are looking for early fights before unlocking Typhoon, you almost always want your Wind Siphon leveled as it is very important for kill pressure. In other words, level 3 is where your solo fights may start.

  • Once you get your first item, you are able to Typhoon harder and much more often, and that is when you should look to get active. Depending on the jungler matchup, you may look to fight them. A rule of thumb would be: if the enemy is a jungler that forces beads, avoid. If not, it might be worth fighting the 1v1.

Mid Game:
  • Begins around ~14 minutes, or when most people have hit Level 12. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.

  • While you can look for the 1v1 fights, it is difficult for you to play without having Purification Beads. Working with your team to get a kill is much smoother, and you are solid in big team fights as well

  • Your farming rotation of Buff Camps > Rotations > Harpies still remains, but objective and team fights are your top priority. Try to never be late to them, as you are very important for the fight.

  • Pulling someone towards your team with Wind Siphon and then using Typhoon is a strong combination, as your Typhoon will threaten the enemies and keep them away. Susano has a very strong team fight for this reason.

Late Game:
  • Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.

  • You don't want to initiate fights. Wait for a fight to begin, and then blink in to deal damage. Unlike the mid game, only look to Wind Siphon > Typhoon if you know the enemies are alone. Most enemy frontliners can force your relics in the process, and you are vulnerable to the enemy jungler blinking in. Damage numbers are too high during the late game to afford loosing Purification Beads

  • You can play counter to the enemy jungler, or dive the backline with your solo laner, both are good options.

  • During a Siege Fight, you can split push or push with your team. It's up to you, and usually depends on if the enemy jungler wants to 1v1 or team fight. If they are a similar team fighting god, it might be easier to keep them mid lane, as your team will have less to worry about.

Warding



Blue - Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards

Green - Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight

If you find yourself at an enemy buff camp, feel free to drop a ward for the timer if you plan on coming back!

It is very important to recognize which side of the map enemies are on. If you see the enemy jungler on the solo side, recognize they could counter-rotate if you try to play on that side of the map. On the flip side, it means you are free to rotate on the Gold-Fury side of the map!

Final Advice

Susano might seem daunting and hard to play, but simple things such as "Instant Casting" or "Quick Casting" make his gameplay much more fluent. You are a highly mobile assassin, who boasts a strong team fight. Once you get the hang of your relic usage, you will have a blast playing Susano

Hah! Hwah! Whoooh! ( Storm Kata) <3

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