Please verify that you are not a bot to cast your vote.
Join the leading SMITE community.
Create and share God Guides and Builds.
Account Login
Create an MFN Account
Or
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Hachiman does not need mana pots due to his passive and hunters mark, get more healing potions for sustain
Built after Core and mid game, selling hunters mark for Wind Demon
completed build
Always Beads, Veil can be used if the opposing team has a Cabrakan or an Odin
Tap each threat level to view Hachiman’s threats
You have very good mobility, but his wall will make you melt
you or your support must have a veil
Array ( [god] => Array ( [god_id] => 57 [display_name] => Cabrakan [url] => cabrakan ) [scoreVal] => 1 [notes] => You have very good mobility, but his wall will make you melt you or your support must have a veil ) 1
you or your support must have veil, his ult will cause you to get melted
Array ( [god] => Array ( [god_id] => 11 [display_name] => Odin [url] => odin ) [scoreVal] => 1 [notes] => you or your support must have veil, his ult will cause you to get melted ) 1
due to his burst often times he will kill you before you can move if he is fed or even with you
stay with your team be prepared to beads, dash, and ult to get away from his burst
Array ( [god] => Array ( [god_id] => 25 [display_name] => Loki [url] => loki ) [scoreVal] => 2 [notes] => due to his burst often times he will kill you before you can move if he is fed or even with you stay with your team be prepared to beads, dash, and ult to get away from his burst ) 1
This can vary based on the team comp and your needs. For extra tanky comps you will go more pen, problems with healers, anti heal, if extra damage and survivability go with more life steal
I default to Bloodforge unless I am going against a very tanky comp, or a healer carrying the game on their side
Again always beads, if there is a cab or an odin you need to get veil
War. It is an inevitable truth of Gods and Men. Harbinger of death and misery, of orphans and widows, of safety. It can be brutal and bloody, lacking all mercy, stripping away humanity, leaving only violent souls. Some believe war is about more than victory, some believe it is how that victory is won. That a warrior can be honorable, can treat his enemies with respect, that he can retain his humanity. When there is war to be fought, this is the kind of warrior Hachiman teaches.
Pregnant with her unborn son, Hachiman, the Empress Jingu led a fierce campaign against the forces that slew her husband. Fearing her child's birth would slow the army's advance, she tied bandages about her belly and held him within for 3 years, until the war was done. Each day, she prayed she would not lose the child, that he would be born strong. That he would be a God. As 8 banners descended from heaven, heralding his birth, her prayers were answered.
Hachiman embodies all a warrior should be. Temperate but fearless. Deadly not ruthless. Respectful, to enemies and allies alike. He understands that war cannot be stopped, so he teaches how war should be.
Even in this, a war between Gods, Hachiman will retain his code. It is the humanity of the Gods that appeals to mortals, that makes them love and worship him. Should Hachiman lose even that, then he is no warrior. He is only war.
Pros
-High Sustain due to passive
-High Mobility due to Ult and Dash
-Has A stun (dash) and a slow (ult)
-His Ult is great for initiating, confirming kills, or escaping
-Very good Poke with his Heavenly Banner and Eagle Eye
-Team Steroid with Heavenly Banner
Cons
-Very Squishy
-Stun is hard to confirm until you get used to it
-Ult has low damage compared to other Hunters
-Enemy Teams can zone you from getting your passive consistently in Joust if they are aggressive mages like Au Puch
-Low Burst compared to other hunters
-Teammates have to stand in heavenly banner to receive the buff
Master Of Arms
Hachiman grows stronger as he lands his blows. Hitting enemies with Basic Attacks energizes Hachiman, granting him a stack of MP5. Stacks up to 5 times, stacks last 8s.
MP5: 2 + .3 per level
Max Stacks: 5
Duration: 8s
Ability Type: Buff
Master of Arms is a very strong passive. It allows Hachiman to focus only on healing potions and allows him to build Devourer's Gauntlet and still have good sustain.
Eagle Eye
When Hachiman toggles on this ability, instead of Basic Attacking he fires a series of arrows that do additional damage that falls off at long range. Each hit may trigger item effects for basic attacks, and can critical hit.
Damage Within 55: 10/15/15/20/25
Damage Beyond 55: 0/5/5/10/15
Ammo: 3/3/4/4/4
Ability Type: Buff
Range: 80
Cooldown: 14s
Cost: 50/60/70/80/90
Eagle Eye can be used as a long range poke, or kill confirm on a fleeing target. It also adds burst damage to targets who are closer to you as well. This skill should only be used on gods and should be maxed third. Try to avoid using this skill when a minion wave is present as it does not go through targets and the enemy team will just hide behind minions to avoid damage.
Heavenly Banner
Hachiman calls down sacred banners from heaven, damaging all enemies in range, granting himself Attack Speed, and leaving a banner which buffs his and allied Attack Speed while within range.
Damage: 75/130/185/240/295 (+45% of your physical power)
Attack Speed: 5/7.5/10/12.5/15%
Ability Type: Ground Target
Radius: 17.5
Cooldown: 13s
Cost: 60/65/70/75/80
Heavenly Banner serves several purposes. It is great poke(especially early game), it is your wave clear, it gives a steroid for team fights and objectives. This should be maxed first and used to poke the enemy team whenever possible.
Iaijutsu
Hachiman dashes forward, damaging and passing through enemies. Upon reaching his destination, Hachiman swings his blade in a full circle, hitting all enemies in range. If hit by both attacks, enemy Gods are stunned.
Damage per Hit: 40/70/100/130/160 (+40% of your physical power)
Stun Duration: 1s
Ability Type: Dash
Range: 35
Cooldown: 16s
Cost: 70/75/80/85/90
Iaijutsu is your dash, if you manage to land both hits it has decent damage and a stun, can be used to peel on teammates who are trying to escape, or to stun enemies who are trying to flee. It is hard to confirm the stun at first, it is a line attack followed by a circle attack. If any part of the enemy is in the line they will be hit and then if they are also in the circle they will be stunned. The distance of the dash is not variable it is always the same length, opponents will get in your face to make sure you cannot stun them. Max this second.
Mounted Archery
Hachiman leaps on his horse and charges forward. While mounted, he is immune to Crowd Control and can aim separately from the direction of his horse. He may fire to launch an arrow at every Enemy God within a cone.
Damage: 225/280/335/390/445 (+95% of your physical power)
Slow: 20/25/30/35/40%
Range: 85
Cooldown: 90s
Cost: 80/90/100/110/120
Mounted Archery is great for initiating, does medium damage and slows the enemy team. You can also use this as means of kill confirming the enemy team as it has a massive range cone. Great for escaping as well since it makes you CC immune for the duration. Mounted Archery can also be used during ults like Da Ji or Ares to make you CC Immune and not get pulled (so you can save your beads or if your beads are not up you can avoid getting bursted down). Put a point in this whenever possible.
This guide is a work in progress and will be updated as i have more time
Edited 8/16/18
-Changed starter and build order, removed crusher (thanks Tlaloc/Kriega)
-Added Qin's build as build 2
Edit 8/20/18
-Changed skill order, after testing and upon DV-8 Suggestion I changed Iaijutsu to second max and maxing eagle eye last
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
1) I generally take the hunter steroid over the hunter dash as a second priority (unless increasing the dash also reduces its cooldown)
2) I use Iaijutsu for not just enemy damage but also for rotations as well as escaping, increasing the skill also increases the mana cost and I use it a lot for movement. More likely to have the mana to escape when you need to as well and i use it a lot for mobility
3) When used offensively it leaves you in a bad position when the enemy does not die so i only use it for kill confirming, peeling, or stunning a fleeing enemy offensively
4) Enemies who know how his stun works will get in your face and you can only hit them with one hit and they are not stunned
As far as Eagle Eye goes the bonus damage is always useful, it can proc crits (my preferred hachiman build), and the increased range is very useful at all points of the game
Otherwise everything looks good. And wow that was fast
Also put poison star third
I was bored before work so I got the first build added on fast, I am adding a full second qins build during lunch today
I changed the starter as you suggested
I will add qins build on lunch lunch
20% crit chance isn't very reliable. I understand the damage reduction and control, but it honestly feels like a 51 point power swing (+30 for you, -21 for the enemy) is more reliable. It also comes at a 700 gold lower cost, 10% higher attack speed, and you can stack that passive power boost from minions rather than needing to hit the enemy god (via Poisoned) for its passive effect.
In that build, it would be: Devourer's Gauntlet, Ninja Tabi, Ichaival, Rage, The Executioner, Deathbringer, replace Ichaival w/ situational.
But I feel this Ich build direction deserves deeper consideration rather than just looking at end build. It's not just about the destination =P The journey also matters (when it can give you a better power/1v1 curve).
Now, keep in mind, my build path is specific. Go the Ichaival -> Rage direction if you've got the upper hand...either better matchup, or you're ahead.
But let's look at the progression.
At the 3rd spot, between Ichaival and Poisoned Star, again, I give the edge to Ichaival. More reliable passive, some flat pen, 10% higher AS, higher power at full stacks, a minor damage debuff (obviously when passive does proc, Poisoned does win here), and way cheaper. Gets you into the next item more quickly.
At the 4th spot, you pick up The Executioner. Keeping squishy focus in mind, I'm actually going to propose delaying Exe and going straight into Rage. Exe has significantly better function against any god with added protections, but with Rage, you'll not only start with higher crit chance, but end with double that of Poisoned. Keep in mind also, all things being somewhat equal, Rage would be finished before The Executioner, due to the last items' cost differences.
At the 5th spot, you would pick up Deathbringer. Could also do that in my build. Again, you'll see better damage as stacks are built with Exe...but against squishies, it shouldn't be a huge issue, as the DPS is going to be high regardless.
At the 6th spot, you'd get Wind Demon or whatever, while I'd finally get The Executioner.
And of course, at the 7th spot in my build specifically, I'd replace Ichaival.
I argue the power curve and fight potential in Ichaival puts it ahead of the PS pathway, again specifically in cases where you have a better early advantage. Most of it has to do with the lower cost.
Since many games are often decided before you achieve a full build, ignoring the possibility for better function at the mid-game is stunting potential.
I also added the second build that Kriega had requested. I didn't get to it on lunch though had to wait till I got home :(
With the Qin's build I always struggle with what the last item should be
I put three and listed the reasons I would select them but setting that in stone is impossible as it is situational (Beatstick, Bloodforge, or Titan's Bane)
Changed First build removing Ichaival
Going to test that build this weekend to see how it feels. I really like the ichaival as a bridge item before crits but i will check out the way you suggested to see how it feels