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GRANDMASTER CUPID ADC GUIDE

10 2 18,406
8.4
by TottiGR updated April 9, 2024

Smite God: Cupid

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Cupid Build

Starting Cowl Build

Notes Leather Cowl is one of the best starters for fighting and sustaining in lane, providing you with movement speed when you are alone, lifesteal, attack speed and power.

Spiked Gauntlet will evolve into Devourer's Gauntlet.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Leather Cowl is one of the best starters for fighting and sustaining in lane, providing you with movement speed when you are alone, lifesteal, attack speed and power.

Spiked Gauntlet will evolve into Devourer's Gauntlet.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Leather Cowl Leather Cowl
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Leader's Cowl is insane for team fights in late game because it gives you attack speed in area for your teammates and will provide you with lifesteal (sustain), 250 health that can make a difference between surviving or not, good amount of power and an incredible attack speed stat.

Devourer's Gauntlet is essential on an basic attack damage build because it gives you flat penetration, power and lifesteal (you always need sustain as a hunter).

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice because of how many stadistics provides to yourself.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Leader's Cowl is insane for team fights in late game because it gives you attack speed in area for your teammates and will provide you with lifesteal (sustain), 250 health that can make a difference between surviving or not, good amount of power and an incredible attack speed stat.

Devourer's Gauntlet is essential on an basic attack damage build because it gives you flat penetration, power and lifesteal (you always need sustain as a hunter).

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice because of how many stadistics provides to yourself.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Leader's Cowl Leader's Cowl
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Envenomed Executioner Envenomed Executioner
Build Item Demon Blade Demon Blade
Build Item Dominance Dominance
Build Item Devoted Deathbringer Devoted Deathbringer
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Other items

Notes Atalanta's Bow provides you with physical penetration, good power and a lot of attack speed. If you want to buy it against gods with slow you should always buy it instead of Fail-Not.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.

Notes

Atalanta's Bow provides you with physical penetration, good power and a lot of attack speed. If you want to buy it against gods with slow you should always buy it instead of Fail-Not.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.

Build Item Atalanta's Bow Atalanta's Bow
Build Item Qin's Sais Qin's Sais
Build Item Bladed Boomerang Bladed Boomerang
Build Item Odysseus' Bow Odysseus' Bow
Build Item Titan's Bane Titan's Bane
Build Item Griffonwing Earrings Griffonwing Earrings
Build Item Fail-Not Fail-Not
Build Item Phantom Shell Phantom Shell

Cupid's Skill Order

Heart Bomb

1 X Y
Heart Bomb
1 4 6 7 8

Share The Love

2 A B
Share The Love
3 15 16 18 19

Flutter

3 B A
Flutter
2 10 11 12 14

Fields Of Love

4 Y X
Fields Of Love
5 9 13 17 20
Heart Bomb
1 4 6 7 8

Heart Bomb

1 X
Cupid fires an arrow of love at the target, causing damage when it hits and slowing them. After a short time, the targets heart explodes, dealing the damage again to the target and all enemies within the radius. If Cupid has max Heart Stacks then all enemies in the explosion area are Stunned for 1s. Minions take 55% increased damage from Heart Bomb.

Ability Type: Line, Crowd Control, Damage
Damage: 50 / 80 / 110 / 140 / 170 (+80% of your Physical Power)
Slow: 20%
Detonation Duration: 3s
Radius: 25
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 12s
Share The Love
3 15 16 18 19

Share The Love

2 A
Cupid places 3 floating hearts at his ground target location that heal himself or allied gods and provide a passive stack when picked up. Cupid regenerates Mana and heals for 60% of the value for each heart that is picked up by an ally.

Ability Type: Area, Heal
Heal per Heart: 25 / 50 / 75 / 100 / 125
Mana Regen per Heart: 30
Heart Lifetime: 8s
Cost: 50
Cooldown: 13s
Flutter
2 10 11 12 14

Flutter

3 B
Passive: Cupid gains increased Attack Speed.

Active: Cupid flutters quickly forward, leaving a trail behind him that increases all allies' movement speed.

Ability Type: Dash, Buff
Attack Speed: 4 / 8 / 12 / 16 / 20%
Movement Speed: 30%
Lifetime: 6s
Range: 55
Cost: 70
Cooldown: 16 / 15 / 14 / 13 / 12s
Fields Of Love
5 9 13 17 20

Fields Of Love

4 Y
Cupid fires arrows of love at his ground target location, slowing enemies in the area and crippling them, preventing movement abilities. The arrows grow and explode, dealing damage and Mesmerizing enemies. Any damage done breaks the Mesmerize effect. If Cupid has max Heart Stacks the Mesmerize duration is doubled.

Ability Type: Circle, Crowd Control, Damage
Damage: 200 / 280 / 360 / 440 / 520 (+100% of your Physical Power)
Slow: 30%
Mesmerize: 1s
Radius: 35
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 100s

Cupid Threats

Tap each threat level to view Cupid’s threats

Max
6
Major
0
Even
0
Minor
0
Tiny
0

Cupid Synergies

Tap each synergy level to view Cupid’s synergies

Ideal
4
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Cupid as an ADC.


Here are my socials:

Abilities

Cupid's Abilities


Passive - Lovestruck

Cupid falls in love with everything he hits, with more love, more powerful he becomes. He stacks a heart with each attack he hits.

Every time he hits something he wins an additional effect that provides him of more damage in the skills and healing stats.

As soon as he gets the 8 stacks he will also gain more time in the mesmerized effect on his ultimate Fields Of Love and the Heart Bomb when explodes will cause a stun on all target in the area.


Ability 1 - Heart Bomb

Cupid's main clear ability. He fires his famous arrow charged with a heart. The target hit with this arrow will lose 20% of movement speed and the heart will stick on him.

After 3 seconds, the heart will explode causing damage to the target and all enemies in the area. If Cupid totally fell in love (your passive is fully stacked), the explosion will cause 1s stun to the target and all enemies in the area.

Also, minions of all types take an additional 60% damage on both hits.


Ability 2 - Share The Love

Cupid shows to all teammates and himself the face of love throwing 3 hearts on the ground that heals allies or himself if picked up. If an ally gets it, it will regenerate Cupid's mana based on how much he is feeling loved (depending on how many stacks you have on your passive).


Ability 3 - Flutter

Cupid's main escaping skill. He dashes forward leaving a trail of love that increases in 30% all allies' movement speed and himself when above it.

Also, he gains a permanent attack speed buff by upgrading this skill to help him spread the love.


Ultimate - Fields Of Love

Cupid's ultimate. He quickly shoots all his love arrows into the air that quickly lands, forming a large radius circle in the ground, preventing enemies from use movement skills, keeping them close to his love, and slowing all the targets in 30%. Then, after 2 seconds the hearts on the arrows will explode causing damage and a hypnotizing (mesmerizing effect) for all the targets affected by the explosion.


Example Combos:

Main Combo:

Heart Bomb > Basic Attacks > Fields Of Love > Basic Attacks -> If needed because you haven't killed the enemy, you can use as last skill Flutter for chasing the enemies.

Other combos:

Flutter > Heart Bomb > Basic Attacks > Fields Of Love

Fields Of Love > Basic Attacks > Heart Bomb

Heart Bomb > Fields Of Love > Basic Attacks > Flutter this last skills is just for chasing enemies if they try to escape or in case you are getting ganked just for being safe and not die.

How To Play The God

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the exp camp, meanwhile the support deals damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 1 so will need to take 1 minion of the first wave to get level 2 and level up your dash Flutter so you will have an skill that can be used for escaping or for starting a duo lane fight.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you should use your attack speed shard to do it as quick as possible, for securing the buff you should always maintain your Heart Bomb available. If someone comes to contest, you should always try to fight them instead of securing the buff because you don't have much damage to secure the buff, just try to stack your passive Lovestruck and then stun the enemies with Heart Bomb that will highly increase your chances of killing the enemies in early game.

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This hunter has a really good Temporal Beads burner kit so you should be always looking to force the enemy actives by using Fields Of Love or stunning the other ADC by hitting Heart Bomb with the passive full stacked. This will help your teammates in pathing to duo lane and getting free kills / buff invades because the enemy hunter will have to play safer.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:

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

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity 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...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • 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 midlaner 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.

  • Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • 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.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), 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 and pressure.


  • 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.

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League of Legends Build Guide Author TottiGR
GRANDMASTER CUPID ADC GUIDE
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