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Hello, I am joeybot500 I have been playing casual joust for 2 years give or take a couple months. I have noticed that i usually do pretty good with artemis. She was also the first god i bought and played while i learned the game. This will be a guide on how to maximize damage and rock at any game mode you choose to play! Please excue me if this is not the most refined build in the world.
I am going to be totally honest i am sure there is another guide that can give you more in depth understanding into artemis and how she jungles and works and all her abilities.
I hope you have enjoyed this build as much as i did making it! If you did please give me a like and it will help motivate me to make other awesome guides!
With this build guide i am confident anyone can demolish at joust clash or even conquest!
vvgl vvgf and happy smiting!
Make sure to check out my smite twitch.tv channel! https://www.twitch.tv/nuk3learwarfar3/profile
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The build would prove effective when just farming minions for HP, but once in actual combat it'd most likely fail you.
Perhaps replace one of the lifesteal items with The Executioner or Qin's Sais which fit a god like Artemis much better anyway.
For the "crit-queen" build, you'd probably be better off switching Poisoned Star for Malice. If you want a pretty much guaranteed critical hit, Malice has 5% more chance, more power, and perhaps a much better passive than Poisoned Star.
The slow on Poisoned Star won't do much, as you'll suffer from attacking movement speed debuff, and if you fight an Artemis it's kill or be killed, so they'll most likely not run away either.
The attack speed debuff is also fairly useless, as the enemy can CC you easily that it doesn't matter.
Compared to this, Malice is all about power, allowing for you to burst enemies down faster so they don't get the chance to CC you. Another thing is that this build only has 15 penetration from Asi. Basically your critical hits will hit for allmost nothing against enemies with (high) protection. Considering you have Wind demon, you can remove Odysseus' Bow as your critical hits will allready give you 20% extra attack speed, Ninja Tabi gives another 18%, and Artemis' steroid can give another 80%.
The full end game build should have Transcendence. I feel like Transcendence is a must-have for Artemis. Not only does it give power, it also gives alot of mana. Artemis has no escape move, she'll thus rely on movement and a combination of abilities to get out of trouble. If you run out of mana when you need to plot an escape, you're gone.
Rage rush build is pretty much the same as above. I'd replace Jotunn's Wrath with The Executioner, and perhaps Ichaival with Qin's Sais.
And most gods have jumps which allows them to go "over" walls, aswell.
Stone Cutting Sword has a passive that will not proc with Artemis because it will do so only with melee basic attacks and not with ranged,rendering it practically useless into your build,as your are left with no penetration.
Someone who wishes to craft a guide even for arena matches needs to pay attention to these crucial details.
Consider The Executioner, Qin's Sais or its equivalent for burst gods (suck as Loki),the Masamune
Other than that, it's a decent itemization options,except that unfortunate Jotunn's Wrath...
There are way much more better options for Artemis but what the Hell it might be viable in Arena...
(i used the RAGE RUSH build)