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Split Protection
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Magical Protection
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![]() Ne Zha |
![]() Geb |
![]() Hun Batz Patch 5.3 |
![]() Achilles |
![]() Nike Patch 5.3 |
![]() Mercury Patch 5.3 |
![]() Sobek Patch 5.3 |
Will update as builds change in patches etc.
UP TO DATE AS OF 6.5
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.
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I also think you should get Brawler's instead of Titans. And Transcendence seems really strong.
I think my go to build would be:
Warrior's -> Trans -> Hydra's -> Jotunn's -> Malice/DB -> Brawler's/Shifter's
40% cdr is just hilarious!
I also like getting sacred monkey at level 2 instead of the jump for the extra damage for clearing. Unless I need the jump for escaping or chasing with the slow.
Good tips with the monkey, IMO monkey usage is what makes a good Hun Batz :)
You could maybe also add that it is a great tool for escaping as well as engaging. Just the confusion about where you are can make you jump over a wall unseen in the middle of a teamfight or you can insta TP to jungle camps etc.
Also I prefer Blink first relic. Yes beads is super important, but like 90% of the time you don't need it before level 12. Sucks if you need it before level 12, and fall behind because you dont have it. But in my experience blink often rewards me with 2-3 kills before level 12 that I would not have gotten without it.
I picked Titan's in my base build because he does more Area damage than focusing a single target, and it helps against the Warriors and Guardians. Brawler's is discussed in the pen section though.
The reason to take DB over Malice is because of the synergy with Hydra's. Malice's passive is not affected by the Hydra's boost while DB is.
So with Malice the one crit after an ability is: Basic x 2.8 + .75 x power DoT
With Deathbringer the hit is: Basic x 3.64
So at level 15 with Boots + Hydra's + Jot + Crit (so basic attack is 70+Power, and you have 135/145 power)
Malice: the crit does 711 damage after the DoT finishes
DB: the crit does 746 damage
But in that case DB is definitely a lot better! If you combo properly and are lucky with the crits you can easaly get in 2 AAs with in the 3 second window of Malice proc.
And I can live with the reasoning behind Titan's, but I would not go it I think. And CDR more important for my playstyle at least than pen is. When playing Hun Batz.
So here's what I did in Jungle practice. Did standard Ability Monkey build. Got him to level 20, and just attacked the stationary
With
critscrittedcritically-struck.Switching out DB for
Now, Malice has 10 higher power but 10% less crit chance...so it's give and take. I think I'd choose a higher crit chance over a bit further damage, especially if I got lucky and dealt 2 crits in a row, which would mean I wouldn't get as much out of the passive DoT as I otherwise would.
There is something going on with those numbers too, because with Deathbringers passive, the base hit should be ~25% harder than with malice, even if it doesn't stack (30% damage, -10 power).
754/682 = 1.1 , so even the base hit is only 10% stronger?
I'm using a calculated resource for this try...my favorite Smite Builder (which has been updated to patch 5.2). Have to take the following numbers with a grain of salt, because we can't confirm these numbers are accurate.
Same level 20 Hun and as an enemy,
With DB, a crit will deal a base 387 damage. With Hydra's additional 40% damage, this is 541.8 damage.
With Malice, a crit will deal 358 damage. With Hydra's additional 40% damage, this is 501.2 damage. Then we have to add in the DoT.
HB has 170 power in this build. 75% is 127.5 damage. However, this is before mitigations. Base basic attack damage is 251, but a normal basic will be 179 to that
What I think is going on is that we have to understand that mitigations will affect end numbers...% mitigated means hard numbers calculated before mitigations mean that % differences in damage will be less than we'd expect. Add in the 10 extra damage from Malice, and the advantage gained by DB's passive is shrunk further.
Again, I might be missing something...but that sort of makes sense to me.
question: why did you link your