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Grandmaster Da Ji Jungle

43 8 68,377
8.5
by AutoSpeed updated November 26, 2024

Smite God: Da Ji

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Da Ji Build

Starting Items

Notes Bumba's Spear has shown to be the best S11 starter item for us

Notes

Bumba's Spear has shown to be the best S11 starter item for us

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
3
Build Item Blink Rune Blink Rune
Build Item Golden Shard Golden Shard

Full Build

Notes This build has you covered in almost every scenario :D

Notes

This build has you covered in almost every scenario :D

Build Item Bumba's Spear Bumba's Spear
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Hydra's Lament Hydra's Lament
Build Item Heartseeker Heartseeker
Build Item The Crusher The Crusher
Build Item Temporal Beads Temporal Beads
Build Item Scorching Blink Rune Scorching Blink Rune

Sustain

Build Item Bumba's Hammer Bumba's Hammer
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Hydra's Lament Hydra's Lament
Build Item Serrated Edge Serrated Edge
Build Item Heartseeker Heartseeker
Build Item Bloodforge Bloodforge

Optional Items

Notes Mantle of Discord can replace The Crusher for a better 1v1 an dive.

Bloodforge can replace The Crusher for a strong amount of lifesteal and snowball potential.

Magi's Revenge can replace Heartseeker if you find yourself having to relic before you can deal damage.

Notes

Mantle of Discord can replace The Crusher for a better 1v1 an dive.

Bloodforge can replace The Crusher for a strong amount of lifesteal and snowball potential.

Magi's Revenge can replace Heartseeker if you find yourself having to relic before you can deal damage.

Build Item Mantle of Discord Mantle of Discord
Build Item Bloodforge Bloodforge
Build Item Magi's Revenge Magi's Revenge

Da Ji's Skill Order

Horrible Burns

1 X Y
Horrible Burns
2 8 11 12 14

One Thousand Cuts

2 A B
One Thousand Cuts
1 4 6 7 10

Trickster Spirit

3 B A
Trickster Spirit
3 15 16 18 19

Paolao

4 Y X
Paolao
5 9 13 17 20
Horrible Burns
2 8 11 12 14

Horrible Burns

1 X
Da Ji heats up her claws, causing her next successfully hit Basic Attack to burn the target, dealing instant bonus damage, additional damage every 1s for 3s and Slowing them for 3s. Da Ji gains Haste when this ability activates, which lasts until she hits a target.

Ability Type: Stim
Burst Damage: 30 / 60 / 90 / 120 / 150 (+25% of your Physical Power)
Damage per Tick: 20 / 28 / 36 / 42 / 50 (+20% of your Physical Power)
Slow: 15 / 20 / 25 / 30 / 35%
Cost: 50
Cooldown: 9s
One Thousand Cuts
1 4 6 7 10

One Thousand Cuts

2 A
Da Ji lashes out with her claws at nearby enemies, executing 4 strikes that damage all enemies in range and apply the Bleed from Torture Blades.

While this ability is channeling Da Ji moves freely in all directions, gains 40% Movement Speed, immunity to Slows and Knockups, and her tails mitigate Damage dealt to her by Enemy Gods who are behind her.

Ability Type: AOE
Damage per Hit: 35 / 55 / 75 / 95 / 115 (+40% of your Physical Power)
Damage Mitigation: 20 / 25 / 30 / 35 / 40%
Range: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 11s
Trickster Spirit
3 15 16 18 19

Trickster Spirit

3 B
Da Ji selects a single allied or enemy target and teleports to their location after a short delay. Upon arriving at the target, she lashes out with her claws, dealing damage and applying the Bleed from Torture Blades to all enemies around her.

Ability Type: Teleport
Damage: 80 / 120 / 160 / 200 / 240 (+80% of your Physical Power)
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Paolao
5 9 13 17 20

Paolao

4 Y
Da Ji summons her signature torture device, the Paolao. As she hovers above the device she may fire up to 3 shots. Enemy gods hit take damage and become Chained and Slowed. At the end of her ability chained enemies are pulled to the Paolao becoming Stunned and then taking damage 3 times over 2s. If a god hit by this ability becomes Crowd Control Immune at any time, they break the Chain on them and cannot be Chained again until this ability ends.

Ability Type: Projectile
Shot Damage: 70 / 80 / 90 / 100 / 110 (+50% of your Physical Power)
Chain Slow: 20%
Pull Damage per Tick: 60 / 90 / 120 / 150 / 180 (+20% of your Physical Power)
Pull Stun Duration: 1s
Range: 80
Cost: 100
Cooldown: 120s

Da Ji Threats

Tap each threat level to view Da Ji’s threats

Max
2
Major
6
Even
10
Minor
4
Tiny
1

Introduction

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

Here are my channels:

Da Ji Basics

Da Ji's Abilities


Passive - Torture Blades

Da Ji's basic attacks cause the enemies to bleed for a small amount. Can stack multiple times on the same target.

[[Torture Blades] gives Da Ji damage padding, and can ramp up on a single target for a surprising amount of damage over time.


Ability 1 - Horrible Burns

Da Ji empowers her next basic attack, dealing bonus damage directly, and extra over time. Enemies hit are slowed, and Da Ji receives no movement speed penalty while basic attacking.

Horrible Burns works as an Auto Attack Reset, which means it makes your next auto attack faster when used. This ability should be used to deal damage to gods on cooldown.


Ability 2 - One Thousand Cuts

Da Ji lashes out 4x in a cone in front of her, dealing damage and applying Torture Blades each time an enemy is hit. She gains movement speed, immunity to slows and knock-ups, and mitigates damage from gods who are behind her while channeling.

One Thousand Cuts is your main damage ability, used to clear camps and damage gods on cooldown.

During the late game, you may cancel the ability to auto attack, as auto attacks deal damage faster during the late game.


Ability 3 - Trickster Spirit

Da Ji teleports to the targeted ally or enemy, dealing damage and applying Torture Blades to any opposing gods in the vicinity.

Trickster Spirit is used to initiate fights, or as a pseudo escape by teleporting to ally minions or gods.


Ultimate - Paolao

Da Ji summons a Paolao at her feet, which elevates her in the air. She may fire up to 3 shots from the air, each doing damage and slowing any enemy gods hit.

Once she has fired all 3 shots or cancels the ability, she can choose to land. Upon landing, any enemy gods hit by the Paolao are pulled in front of it, stunned and taking damage over time.

Paolao is Da Ji's signature ability, used to pull enemy gods who lack CC immunity. You can actually auto attack while summoning the Paolao, so spam your auto attacks to get extra hits in while doing so.


Ability Rotations:

Initiation:

Trickster Spirit > Auto Attack > Horrible Burns > Auto Attack > One Thousand Cuts

Blinked On:

Horrible Burns > Auto Attack > Paolao

Ultimate Combo:

Trickster Spirit > Auto Attack > Horrible Burns > Auto Attack > Paolao


Using Horrible Burns as an auto attack reset is important for damage, which is why you don't want to activate it before combat, only during.

Blink Rune can replace Trickster Spirit whenever it is up, and instead use your Trickster Spirit to chase enemies after they dash away.

Da Ji Jungle Tutorial

Early Game:
  • Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.

  • You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.

  • While you lack your dash Trickster Spirit at level 2, you have your Blink Rune ready if the enemy steps up. Blinking in is powerful, as you have strong chase with your slows/movement speed, or disengage towards allies/minions with One Thousand Cuts. If no opportunity appears, hang back.

  • Move around the map with a priority of Buff Camps > Rotations > Harpies.

  • You have strong ganks in the early game, and even stronger ganks once you unlock Paolao. While you can use Paolao to bait relics, it is much stronger when you use it on someone who does not have CC immunity up. Some supports try to get away with not going beads, punish them for this.

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

  • Don't initiate team fights, wait for them to start and blink on the enemy backline. You don't have to Paolao instantly, but use it whenever multiple enemies begin to hit you or you are about to be CC'd. You can wait in the air a bit to disorient the enemies, and land when the timing is right.

  • Make sure to never be late to the team fights, ad they are the only thing of relevance happening at this point of the game. If there aren't enough people grouped yet, look to pick out an enemy laner who is alone, as you have powerful chase.

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.

  • At this phase of the game, you need to respect the enemy jungler. If they have a CC immune ult or Magi's Revenge, try to avoid them. If the have no CC immunity, you could still try and initiate onto them if you think it's worth it. Otherwise, wait for the teamfights to begin and blink on the enemy backline.

  • During a siege fight, you can choose between split pushing or sieging with your team. Your kit is better suited to play with your team, but you do win some of the 1v1s at the mid phoenix, so it is up to your personal preference.

  • Make sure to land from Paolao quickly, as the longer you stay in the air the more damage someone on your team (or you) takes from the enemy Phoenix.

Warding


Green = 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

Blue = 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

Da Ji is a mobile god, but only when it comes to chasing. Playing her on the back foot is difficult, and this is where Paolao plays a massive hand in assisting us. Play aggressive on the enemies, and look to be as active as possible. Also, nine tailed foxes are cool. That's all. Good luck!

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