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I See a Red Door and I Want It Painted Black

39 2 141,965
9.4
by Tlaloc1050 updated July 5, 2019

Smite God: Nox

Build Guide Discussion 63 More Guides
Choose a Build: Mid-Lane
Mid-Lane Support Teamfight Modes (No Stacking)
Tap Mouse over an item or ability icon for detailed info

Nox Build

Example Build (Main)

Notes This build is focused on getting a high amount of CDR up and running; with the reason being that high CDR = higher potential to do a variety of things, like dishing out damage or locking down enemy gods with CC.

Notes

This build is focused on getting a high amount of CDR up and running; with the reason being that high CDR = higher potential to do a variety of things, like dishing out damage or locking down enemy gods with CC.

Build Item Chronos' Pendant Chronos' Pendant
Build Item Shoes of the Magi Shoes of the Magi
Build Item Spear of the Magus Spear of the Magus
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Divine Ruin Divine Ruin
Build Item Rod of Tahuti Rod of Tahuti

Core

Notes These are your core items. In every match you will always have to build based on the enemy gods. These should generally be in most/all of your builds.

Notes

These are your core items. In every match you will always have to build based on the enemy gods. These should generally be in most/all of your builds.

Build Item Chronos' Pendant Chronos' Pendant
Build Item Shoes of the Magi Shoes of the Magi
Build Item Spear of the Magus Spear of the Magus

Starting Items (w/ Blessing)

Notes This start encompasses mages blessing for the early ability damage bonus to aid in clearing waves. Lost Artifact will lead to Chronos' Pendant.

Notes

This start encompasses mages blessing for the early ability damage bonus to aid in clearing waves. Lost Artifact will lead to Chronos' Pendant.

Build Item Mage's Blessing Mage's Blessing
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
3

Penetration Options

Notes

Notes

Build Item Divine Ruin Divine Ruin
Build Item Spear of Desolation Spear of Desolation
Build Item Spear of the Magus Spear of the Magus
Build Item Obsidian Shard Obsidian Shard

Offensive Options

Notes
  • Chronos' Pendant: Allows you to obtain high CDR and MP5 from just one item slot. Practically a core item on Nox

  • Pythagorem's Piece: 10% CDR. Power and lifesteal aura for teammates around you

  • Soul Gem: CDR and lifestea;, slightly more selfish

  • Rod of Tahuti: High magical power. Its passive allows grants a higher chance of finish off low health target

  • Soul Reaver: High magical power + extra burst damage. Useful against tanks

  • Shaman's Ring: Made for combo orientated gods like Nox. Gives you a semi-high amount of magic power, along with movement speed. It's passive allows you to take advantage of your combos

Notes

  • Chronos' Pendant: Allows you to obtain high CDR and MP5 from just one item slot. Practically a core item on Nox

  • Pythagorem's Piece: 10% CDR. Power and lifesteal aura for teammates around you

  • Soul Gem: CDR and lifestea;, slightly more selfish

  • Rod of Tahuti: High magical power. Its passive allows grants a higher chance of finish off low health target

  • Soul Reaver: High magical power + extra burst damage. Useful against tanks

  • Shaman's Ring: Made for combo orientated gods like Nox. Gives you a semi-high amount of magic power, along with movement speed. It's passive allows you to take advantage of your combos

Build Item Chronos' Pendant Chronos' Pendant
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Soul Gem Soul Gem
Build Item Rod of Tahuti Rod of Tahuti
Build Item Soul Reaver Soul Reaver
Build Item Shaman's Ring Shaman's Ring

Defensive Options

Notes

Notes

Build Item Mantle of Discord Mantle of Discord
Build Item Magi's Cloak Magi's Cloak
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Book of the Dead Book of the Dead

Relic Options

Notes

Notes

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Phantom Veil Phantom Veil
Build Item Blink Rune Blink Rune

Example Build (Anti-Tank)

Notes This build is useful against enemies with high protections. Obsidian Shard and Soul Reaver both scale off how many protections an enemy god has, making them great against tanks.

Notes

This build is useful against enemies with high protections. Obsidian Shard and Soul Reaver both scale off how many protections an enemy god has, making them great against tanks.

Build Item Chronos' Pendant Chronos' Pendant
Build Item Shoes of the Magi Shoes of the Magi
Build Item Spear of the Magus Spear of the Magus
Build Item Divine Ruin Divine Ruin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Nox's Skill Order

Shadow Lock

1 X Y
Shadow Lock
4 8 11 12 14

Siphon Darkness

2 A B
Siphon Darkness
1 3 6 7 10

Shadow Step

3 B A
Shadow Step
2 15 16 18 19

Night Terror

4 Y X
Night Terror
5 9 13 17 20
Shadow Lock
4 8 11 12 14

Shadow Lock

1 X
Nox extends her shadow, rooting and crippling a single enemy god in place and dealing damage over time. Nox must channel and stay within range to maintain hold on the target, but may cancel this ability early. Nox will continue to channel this ability even if she is hit by Crowd Control effects. While channeling this ability Nox suffers no directional movement penalty.

Ability Type: Line
Damage: 30 / 40 / 50 / 60 / 70 (+20% of your Magical Power) every 0.5s
Damage (Minions): 70 / 110 / 150 / 190 / 230 (+50% of your Magical Power)
Duration: 2s
Range: 65
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s
Siphon Darkness
1 3 6 7 10

Siphon Darkness

2 A
Nox creates a void of darkness that silences all enemies within. After 2s it explodes, dealing damage.

Ability Type: Ground Target
Damage: 90 / 160 / 230 / 300 / 370 (+110% of your Magical Power)
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 13s
Shadow Step
2 15 16 18 19

Shadow Step

3 B
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows.

Ability Type: Dash
Damage: 70 / 110 / 150 / 190 / 230 (+70% of your Magical Power)
Range: 55
Cost: 75
Cooldown: 15s
Night Terror
5 9 13 17 20

Night Terror

4 Y
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing less damage for the duration.

Ability Type: Line
Initial Damage: 200 / 250 / 300 / 350 / 400 (+75% of your Magical Power)
Damage: 20 / 25 / 30 / 35 / 40 (+5% of your Magical Power) every 1s for 5s
Damage Reduction: 30% for 5s
Range: 120
Cost: 100
Cooldown: 90 / 85 / 80 / 75 / 70s

Intro - Who is Nox? I meant Nyx! No, Nox! Nyx that!


~Image not mine, credit goes to the amazing artist Stuke99~
Nox is a primordial being, one that's strong enough to deter Zeus from pursuing Hypnos when he ran back to mommy. Her unique kit allows her to disrupt enemy lines through silences, while sniping off anyone who escapes with Night Terror. Nox is great in a teamfight, and brings much to the table. One of the most satisfying things about Nox is her Shadow Step. Two-man (or woman) ganks are great. Please keep in mind that the builds above are not set in stone, modify them to the situation; learn to adapt. Also, she has a mansion at the end of the cosmos.

*Note: In Chapter 6 all images and text in white belong to the Smite Gamepedia

Abilities

Passive:



Flame of the Night
Nox's candles gather energy from all abilities she uses. For every ability Nox casts a candle is lit. For every candle lit Nox gains +3% magical power. When Nox takes damage from an enemy god, one of her candles is blown out. Stacks up to 4 times, for a total of 12% bonus magical power.

Discussion: You won't really think about this passive. However, this is a good reason to spam abilities and avoid damage, and supports a high power build, especially late-game.
Skill #1:



Shadow Lock
Nox extends her shadow, rooting and crippling a single enemy god in place and dealing damage every 0.5s for 2s. Nox must channel to maintain hold on the target, but may cancel this ability early. While channeling this ability Nox suffers no directional movement penalty. CD 10 seconds.

Leveling Priority: Prioritize this 2nd.

General Use: Damage / Peel / Control

Discussion: This is your main form of control, and most often will be paired as the follow-up combo ability to Siphon Darkness. A 2 second root is extremely powerful, allowing teammates to easily focus a single enemy.

Tips: Common practice sees this ability cast immediately after using Siphon Darkness, to catch enemies in its AOE and deal massive damage. However, in a teamfight, you may want to show some restraint, and wait for the enemy to react before casting. This allows you to better predict the direction they will head to escape. Even if they escape the Siphon's AOE, confirming the lock is arguably much more important; with the help of teammates, it can set up an easy kill.
Skill #2:



Siphon Darkness
Nox creates a void of darkness that silences all enemies within. After a short duration it explodes, dealing damage. CD 13 seconds.

Leveling Priority: Prioritize this 1st.

General Use: Damage / Minion Clear / Zoning / Ability Interruption

Discussion: This is Nox's strongest and most defining ability, providing your main minion clear function, and a level of utility matched by few others.

Anyone in the AOE is silenced. This means you can prevent enemies from casting any abilities, or interrupt enemies that are channeling abilities. Use this to cause massive disruption. When using this for wave clear, you can deploy this ahead to get an edge on the enemy mid-laner. If you have Book of Thoth, by level 7 Siphon Darkness will instantly kill archers and weaker front-line minions.

Tips: More important than using this for damage, your main focus should be to use this for control. Initiate a 1v1 engagement with this (followed by Shadow Lock), or hold onto it in a teamfight specifically for its silence function. You can also use this for zoning purposes. E.g. In a narrow jungle path, drop it in front of a retreating enemy to make them think twice about running through it.
Skill #3:



Shadow Step
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows. Nox can stay in an ally's shadow for up to 8 seconds. CD 15 seconds.

Leveling Priority: Prioritize this last.

General Use: Escape / Initiation / Damage / (Situational) Global Mobility

Discussion: This is the most interesting and flexible ability in her kit. You'll generally hold onto this for use as an escape. However, when the situation is favorable / safe, you can:
  • Dash through the minion wave for clearing function
  • Initiate with this to close distance
  • Dash through an enemy for added damage
  • If trapped in Odin's Ring of Spears with an ally, dash into them to reduce damage taken
Keep in mind, when you're in a teammate's shadow, you cannot be targeted / damaged.

Tips: The greatest (but most situational) utility is through your ability to leap into a teammate's shadow. Dash into them, and you will go where they go. For massive burst function, dash through an enemy into a nearby teammate, then immediately cancel and you'll hit them in the secondary AOE.

Situationally, you can use this to transport large distances, especially with global ults. Examples of Gods where Nox can hitch a ride: Apollo, Arachne, Athena, Chernobog, Mercury, Ratatoskr, Thanatos, Thor.

In addition, you can use this offensively for huge gank potential, particularly with gods that have teleports or stealth (.e.g. Loki, Izanami, Ao Kuang, Da Ji, The Morrigan).
Ultimate:



Night Terror
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing 40% less damage for the duration. CD 90/85/80/75/70 seconds.

Leveling Priority: Level this whenever it becomes available.

General Use: Damage / Teamfights / 1v1 Kills / Kill Secure

Discussion: This ability has incredible range, allowing you to target retreating / damaged enemies. Kill secure is arguably its most popular (and satisfying) use.

However, it provides great utility (via the damage reduction) in both 1v1s and teamfights, where the AOE burst can hit multiple enemies.

Tips: In teamfights, don't save this for kill secure. The 5 second damage reduction is incredibly useful, and can easily give your team the upper hand. When in the process of casting this, Nox can go through Janus' Portals.

Ability Combos

Core Combo



This is your main combo. Initiate with Siphon Darkness to prevent enemy ability use. This will typically trigger 1 of 3 reactions:
  1. The enemy will try to escape by running out of the AOE
  2. It will force the enemy to use Purification Beads
  3. The ability's silence will trigger a Magi's Cloak passive
In most cases, the first will occur. Follow up Siphon Darkness with Shadow Lock. If you connect before they leave Siphon's AOE, you will deal damage from both abilities.

Tips: In most cases, you will try for max damage, meaning you want to cast Shadow Lock immediately after Siphon Darkness, to trap them while they're still in the AOE. You need to pay attention to the direction the enemy is heading. It is easier to hit the Lock if you're very close to them, but if they're further away, you'll need to lead your aim a bit ahead of them.

However, you may decide a bit of patience is preferable, possibly allowing the enemy to escape the AOE but allowing for a higher probability of connecting with the Lock. Remember, Siphon Darkness is first and foremost a setup tool, and although it has higher core damage potential, Lock is really your most important ability. If you have Spear of the Magus, it will give you stacks of protection reduction. If you have teammates with you, it will allow them to more easily connect on their damage.

Initiation Combo



This is your chase and 1v1 kill combo, without using your ult. Initiate and close distance with Shadow Step. If the enemy is retreating and has some distance on you, you'll likely only use this to get close enough to connect with Shadow Lock. However, if you're fighting a 1v1 and are confident in your ability to get a kill, you'll use this within closer range to connect with it for the damage.

Follow it up with the standard combo of Siphon Darkness and Shadow Lock. Since you're going for damage/kill, you'll pretty much always use Shadow Lock immediately after Siphon Darkness to keep them in the AOE...your close proximity to the enemy should help you confirm the Lock.

Remember that you're blowing your escape, so use this combo with discretion and awareness.

Teamfight Ability Use



This is your teamfight "combo," used when multiple enemies and teammates are likely present. Both Night Terror and Shadow Step are used situationally; your core is still Siphon Darkness to Shadow Lock.

Considerations:
  • Night Terror: Understand that Night Terror doesn't technically have to be used at the onset of a fight. Use your ult when you feel it has the most potential. That potential is usually best seen early in a fight, to give your teammates an advantage with the damage reduction it provides. Watch for enemies to bunch up, to hit multiple targets. If you have specific teammates with the ability to draw enemies to one area (e.g. Ares, Cerberus, Da Ji, Odin), you may wait for them to use that first.

    You may also use this defensively, if the enemy has predictable hard CC (remember you get CC immunity during the casting animation).

  • Shadow Step (Defensive): Your first priority for this is always for escape or avoidance of damage. Remember that you can hide in teammates' shadows to avoid damage.

  • Shadow Step (Offensive Burst): With teammates around, remember that you can use their presence for burst damage, if the enemy is in the right spot. Look for tanky teammates initiating on enemies to help them take their target down, or for squishy teammates that are getting jumped and could use some help.

Mid Gameplay

Start and Early Game


Beginning Route: Fountain -> Speed Buff -> Mid Lane

As you may already know, Nox's early clear isn't great. When the game begins, immediately start casting Siphon Darkness while standing in the fountain, until you have full stacks of Flame of the Night. This increases your overall damage and of course improves wave clear. Play cautiously, and avoid taking any unnecessary damage; from gods especially. When the jungler comes around to the damage buff, help the jungler clear it and take the buff for yourself. At this point, I wouldn't recommend attempting to clear the Mid Harpies unless your jungler comes around, since at this point you're fairly weak. Wards are great and will keep you alive.

In the situation of an enemy gank, use Shadow Step to dash back into your tower and defend until the foreign invaders are gone.

Mid-Game In The Mid-Lane


At around level 8 is when Siphon Darkness can instantly clear a minion wave (With the exception of the brutes). This is usually after getting Book of Thoth, as it provides a nice power spike. Landing the classic Siphon Darkness and Raven Grab Shadow Lock combo will deal a significant amount of damage. The support will make rotations betwen mid and due lane.

Nox at this point can out clear several gods. Due to this, some of your minions will begin attacking the enemy god while they slowly retreat into their tower. A simple but effective way to take advantage of this is to cast Siphon Darkness and Shadow Lock on the enemy god, leaving them a still target for the minions. You could also just use Shadow Lock, but casting both Siphon Darkness and Shadow Lock is the dominant strategy.

Teammates may want to secure an objective like the Gold Fury or The Fire Giant Camp. Work with them to secure together. Push the enemy tower when possible. Keep warding and don't forget to clear the Damage Buff and Mid Harpies.

Late Game and The End


Nox is in her prime at this point. Stick with your team to push and secure objectives. A good idea would be to ward phoenixes that are down, as you really don't want someone back-dooring your titan. If someone already hasn't done it, ward the Fire Giant. Its buff can be a major deciding factor as to who wins a teamfight, and at this point a deicide will usually mean a loss due to long respawn timers. Not much to say here.

Support Gameplay

Start and Early Game


Beginning Path: Fountain -> Duo Lane

Keep in mind that Nox support is unconventional, and tanking damage counteracts Flame of the Night. Start off in duo lane with your Carry. Clear minion waves and leave the last-hitting to your Carry. After several waves the jungler may come around to clear the void camp. When you see the jungler approaching go to the void camps and clear it together. This is for you, not your carry. Take it and head back to lane. Play cautiously as your protections aren't online and you're fairly vulnerable. Ward in the right jungle. Tank jungle camps.

Mid Game


Your protections should have increased by a fair amount, enough so that you won't near instantly die when the enemy jungler ganks. Keep warding. The Carry may want to secure buffs like the Gold Fury's Oracles for some extra exp and gold, or the Mid may want to get a damage buff. Follow and protect them. Use your abilities to set up kills for your allies. Ganking using Siphon Darkness and Shadow Lock is fairly effective. When thinking about getting buffs, remember that the void camp's usefulness decreases as time passes.

Late Game and The End


Tanking towers won't hurt too much now. Like sugar, it's good in moderation. Tank objectives like the Fire Giant and towers. Either you or your solo laner will do it. Remember to always keep a ward on the Fire Giant and phoenixes that are down. Stick with an ally at all times and remember to play with a support's mindset, not a mid's. Others' lives are the priority, not quite yours.

Conquest Jungle/Buff Camps Info


Back Harpy Camps
There are four of these, the four jungle camps closest to both bases. They are composed of two Harpies and one Elder Harpy. They spawn at 30 seconds into the game and have a respawn time of 60 seconds.

The jungler will mostly take these on his usually rotations and I suggest you leave it for him, as the jungler doesn't have a lot of sources of farm unlike everyone else. Provides some exp and gold.

Middle Harpy Camps
There are two of these, both at opposite sides across the middle lane, composed of two Elder Harpies. They spawn 30 seconds into the game and have a respawn time of 90 seconds.

Provides a nice amount of gold and exp. If behind, these will allow you to catch up overtime by securing them. You can ward these to keep an eye on them. Clear when possible.

Satyr Camps
There are two of these close to the Tier 1 towers on the Fire Giant side of the map. They are composed of two Satyrs and one Satyr Buff Holder. They spawn 30 seconds into the game and have a respawn time of 2 minutes (120 seconds).

This is typically reserved for the solo laner. You can help them clear it if you happen to be on that side of the map. Provides a 25 MP5 and CDR buff. These benefits + a regenerative ability (common among solo laners) is what gives them their sustain.

Manticore Camps
There are two of these, both at opposite sides across the map, composed of two Manticores and one Manticore Buff Holder. They spawn 30 seconds into the game and have a respawn time of 2 minutes (120 seconds).


This is usually for you, or your ADC. During early game clear this with your jungler. Provides a 20% power buff + 10 magical/5 physical power, helps with clearing minion waves and dealing damage in general.

Centaur Camps
There are two of these, both at opposite sides across the map, composed of two Centaurs and one Centaur Buff Holder. They spawn 30 seconds into the game and have a respawn time of 2 minutes (120 seconds).

This is reserved for your jungler. Provides a 20% movement speed buff. Junglers need to move around the jungle quickly to provide buffs for the team, as well as gank lanes.

Chimera Camps
There are two of these close to the Tier 1 towers on the Gold Fury side of the map. They are composed of two Chimeras and one Chimera Buff Holder. They spawn 30 seconds into the game and have a respawn time of 2 minutes (120 seconds).


Added with the new season 5 map, this buff should go to the support. Not to be confused with its arena variant. Provides an aura that decreases nearby enemy protections by 10. Has a radius of 55.

Oracle Fury Camp
There is one of these, at the center of the jungle closest to the long lane, across from the Gold Fury camp. It is composed of two Oracle Furies. They spawn 30 seconds into the game and have a respawn time of 3 minutes (180 seconds).

Grant several more gold and exp than the mid harpies. When slayed, an indestructible ward is placed that covers the Gold Fury's surrounding area. Useful for keeping an extra eye on the jungle, in addition to your regular wards.

The Gold Fury
There is one of these, at the center of the jungle closest to the long lane. It spawns 10 minutes into the game and has a respawn time of 5 minutes (300 seconds).

Usually taken if the enemy duo laners are far behind or dead. Provides a high amount of gold and exp for everyone. Beware of the enemy team as they'll try to contest the camp.

Pyromancer Camps
There is one of these, at the center of the jungle closest to the short lane, across from Fire Giant Camp. It spawns 10 minutes into the game and has a respawn time of 5 minutes (300 seconds).

When killed, grants gold and experience, along with a 40% movement speed buff upon leaving the fountain for 15 seconds. Usually requires at least 2 players to defeat.

The Fire Giant
There is one of these, at the center of the jungle closest to the short lane. It spawns 10 minutes into the game and has a respawn time of 5 minutes (300 seconds). Fire Giant is replaced by Enhanced Fire Giant when it respawns after the 25 minute mark.


Requires at least 3 players to take down. The toughest neutral jungle monster. Always best to keep a ward on this one. Best taken when the majority of enemy gods are dead. Provides +70 Magical Power, +50 Physical Power, 4% HP5 and 2% MP5, and increases damage versus Towers and Phoenixes by 20%. Has the ability to turn the tide of the battle.

Extra Help

Old Video Guide By Dmbrandon:


Link to The Smite Gamepedia

Credits

This Guide Was Written By:




With The Artwork Of:




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0
Kriega1 (143) | May 4, 2019 10:19am
Is Nox even viable in support, let alone mid? I haven't seen her once in conquest this season, and I know she's way too high risk, low reward. She's a set-up god that requires set-up herself.
2
Branmuffin17 (400) | May 4, 2019 11:12am
She can peel, and can set up on her own without the need for her own setup. Situationally she can hitch a ride with a global ult to join the battle more quickly.
0
Kriega1 (143) | May 4, 2019 11:50am
"can set up on her own without the need for her own setup" - Not easily at all, and even if she does, it's single target. Especially in conquest versus a smaller lane mode like Joust.
0
Vini_sds (13) | May 4, 2019 11:08am
She was played once as a Support this season in SPL.
0
Kriega1 (143) | May 4, 2019 11:34am
Once, which was a loss. She didn't do that well in last season's SPL either. Also this being SPL and not Ranked/Casual makes it even worse because you realise there is less co-ordination. Heck, even Hades has been picked 3 times this season, with 2 being losses.
Load more comments (1 more replies) →
1
Branmuffin17 (400) | February 15, 2019 10:25am
Yo Tlaloc,

So, some S6 adjustments. We can consider any feedback from Kriega as well.

Figure start will shift away from Thoth. Based on her function, figure Chronos' Pendant rush is reasonable, and it also has some MP5 which she'll need.

Start is Magi's Blessing + Lost Artifact + potions.

Chronos' Pendant, then Shoes of the Magi, then right into Spear of the Magus. That's core. The top example can be those, then Pythagorem's Piece, Divine Ruin, Rod of Tahuti.

Adjust Anti-Tank build to again drop Thoth, rush Chronos/Magi/Spear, then Divine, Ob Shard, and Soul Reaver.

Drop the Teamfight oriented build and the anti-heal build.

Support build section can basically stay the same for now.

Similar adjustments to Teamfight Modes builds...in the top build, drop Reaver, throw Divine in its place. Bottom build, same thing.

Agree? Thoughts?
0
Kriega1 (143) | February 16, 2019 9:35am
What this obsession with building pythags on Nox mid?

Also why is there no CDR boots listed?
1
Branmuffin17 (400) | February 16, 2019 9:43am
Nox usually won't kill others by herself. Pythag is a great item overall. Underrated IMO.

When I get pythag to go with Chronos, I don't use Focus. And there are other CDR options besides pythag, hence why I don't use focus in any of the examples.
Load more comments (6 more replies) →
1
Tlaloc1050 (17) | February 15, 2019 11:40pm
Branmuffin17 wrote:
Figure start will shift away from Thoth. Based on her function, figure Chronos' Pendant rush is reasonable, and it also has some MP5 which she'll need.


Agreed. I feel like BoT is now weaker than S5's. For the teamfight builds, since it's Arena orientated, should switch the order of Chronos' and Shoes?

Branmuffin17 wrote:
Adjust Anti-Tank build to again drop Thoth, rush Chronos/Magi/Spear, then Divine, Ob Shard, and Soul Reaver.


Sounds good. Should we still keep a build for stacks, or remove it entirely?

Thoughts on Soul Reaver and Doom Orb?

Would Doom Orb be useful? I feel like this is catered to gods who have low mobility, but the price doesn't match it's passive.
1
Branmuffin17 (400) | February 16, 2019 2:20am
We can keep a stacks build. Can still work if the matchup isn't too lopsided, and the high mana will be really nice in those situations.

Just sad about Soul Reaver. Doom Orb can be nice, but the passive doesn't seem as great for her.

Doom Orb would be a latelatelate game item.
Load more comments (2 more replies) →
1
Da Ji | February 3, 2019 10:31am
I just bought Nox I will not jump straight to the conquest, I'll start in the arena, which of these builds do you recommend?
1
Kriega1 (143) | January 10, 2019 8:13am
Add this Nox build: Book of Thoth, Shoes of Focus, Spear of the Magus, Divine Ruin, Chronos' Pendant, Book of the Dead. Can call it Anti-heal build or something.
1
Tlaloc1050 (17) | January 11, 2019 6:38pm
Thanks Kriega!
1
Vini_sds (13) | November 29, 2018 11:34am
Hey, I have two questions:

1. Is Nox viable as a Support?
2. Wouldn’t a defensive/aura item (like Void Stone for example) be better than Spear of the Magus in the Support build?
1
Branmuffin17 (400) | November 29, 2018 12:24pm
Reason I had this example Support build this way is for specific use. I'll go through it.

Understand that my build structure here isn't meant for full tanking. It's a utility Support. She needs to be able to take some hits, but she's NOT a front-liner, and she's NOT looking to soak damage for her teammates as her main function. Instead, consider this more like a LoL support...she's providing control and confusion in a fight. This is why Oni Hunter's Garb isn't listed here (though it's functional, sure), and why Spear of the Magus is also listed (AS AN EXAMPLE, IT'S NOT SET IN STONE). You people are talking like I'm providing one build and don't provide any options!!!
  • Reinforced Shoes is a functional alternative to Shoes of Focus...either are fine.

  • Sovereignty is an obvious choice, at least against a physical heavy/physical ADC comp. You obviously wouldn't pick this up if you were facing a magical ADC + Guardian in duo.

  • Genji's Guard would be my early game magical protection pref over Oni Hunter's Garb because CDR. Both provide mana sustain, which she definitely needs, but without her abilities, she's basically nothing. Oni allows her to stand in front of damage more, I guess (but less effect with less enemies around), but I'll take more early CDR anyday.

  • Pythagorem's Piece is definitely an interesting pick, and has been shown to be functional for both Guardians and Mages. It fits right into the concept of a utility Support, rather than a tank support, and the added power is great when sieging objectives with your ADC...along with all the other obvious benefits.

  • I had Spirit Robe as an example item here, but again, it's not set in stone. It gives further CDR (possibly max if you chose my example route), and provides the first CC reduction this build sees. Oni Hunter's Garb would be fine here, and so would Lono's Mask. Note that I have a damage absorption build as an example at the bottom of the Support tab that uses Lono's. For damage mitigation, it's far superior to Oni's as long as you have other base protections set up, but the reason I don't like it is because Nox has damage potential, and this hurts it. But it's an option.

  • The reason I didn't use Void Stone, and chose Spear of the Magus, is due to where I see her in a fight. Yes, sometimes, she's going to be close to the enemies she's facing, especially when in the midst of a teamfight or using her Step combo with a teammate, and Void's aura will affect them then. But often, she's going to be outside of its range...After Shadow Locking someone, she can move beyond this range, and being able to stay at the periphery is typically preferable to her. She'll also get 0 benefit from it when hitting her ult from long distance.

    Thus, Spear of the Magus is my preferred pen item as a utility/damage Support in this configuration. You wouldn't pick it up if your magical Mid did, at which point...you just sub it out for something else. But if they didn't, it'll help you eliminate your target much more quickly, apply to multiple enemies for a LONG TIME if you've hit them with your ult in a teamfight, etc. It's an aggressive pick.
She can take some damage due to Sov, Genji, and Spirit in this example...but again, it's not meant so she can put her face in the way of a sledgehammer. It's looking to take advantage of her greatest asset...her CC/control.
2
Gulfwulf (81) | November 29, 2018 11:42am
1. She can be depending upon how she's played.
2. Yes. Supports need that defense. Spear is more of a mid choice than a support one.
1
Kriega1 (143) | November 29, 2018 11:38am
1. Yes.
2. Neither items listed are ideal. Void Stone wouldn't be helpful in most cases and Spear of the magus makes you too squishy. Maybe very situationally you can consider magus to help your mid mage/ magical jungler, but most games do not build either of these items.
1
Vini_sds (13) | November 29, 2018 11:54am
Which item would you pick? Assuming the rest of the build stays the same.
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1
Branmuffin17 (400) | November 20, 2018 4:36pm
Tlaloc, whenever you can, mind republishing, just to refresh the update date and get it into the non-expired category?
1
Tlaloc1050 (17) | November 22, 2018 4:07am
I should do this more often, my bad
1
Gulfwulf (81) | November 22, 2018 5:21am
Yes you should.
1
Branmuffin17 (400) | September 24, 2018 3:25pm
Tlaloc, for when you get around to it.

Mid-Lane build section:
  • For Divine Ruin, it's not necessarily a must if there's a healer. Reason is, if you have a tank that gets Pestilence and an assassin that gets Brawler's Beat Stick, you might skip just because other items bring more utility to the table. Now, if there are like...3 healers, then yeah, Divine's probably a good idea. This is just a wording thing...you don't have to change if you don't want to.

  • For Spear of the Magus, obviously also Night Terror makes stacking easy.

  • You misspelled Pythagorem's Piece. Also, you say CDR and lifesteal. I'd say "CDR, plus increased power and lifesteal for all nearby teammates."

  • For Mantle of Discord, you say "decent" magical and physical protections...60 of each is quite good. I'd say "high."

  • You don't have a starter header for Book of the Dead.

  • Example Build (Teamfight Oriented): You say "unlike the other builds, this one isn't so selfish." I'd say the main CDR rush build isn't selfish either, due to Spear and Pythag's. I'd rather say this one emphasizes earlier teamfight function.
Support build section:
  • For Genji's Guard, mention the MP5, which is highest of all items...never run out of mana with this item.

  • I have a build adjustment request...for the "Damage Absorption" build, can you move Lono's Mask to the 5th position, and put Midgardian Mail 6th? Reason: it often can be difficult to "block" enemy AOE abilities. If you're dedicating yourself to actually LOOKING to absorb damage via Lono's, the best and easiest thing to body-block are basic attacks (typically from hunters). Midgardian in that case will support that function, giving you a nice chunk of health and also slowing the MS and AS of those attackers.

  • Haha...I hadn't noticed you threw in Deathbringer for Gulf. Well done.
Teamfight Modes section:
  • In the shoes section, you still have Magi stated as helping to clear minion waves...but pen doesn't affect minions. It also mentions the mana helping Book of Thoth, which is not in these builds.

    Magi's a good choice for early enemy god poke, and to not fill you up too much with CDR, which you'll get easily from other choices. Also in that case, I would also suggest an adjustment on the "Standard Progression" example build, switching from Shoes of Focus to Shoes of the Magi.
Thanks!
2
Tlaloc1050 (17) | September 26, 2018 3:01am
Done!
1
Branmuffin17 (400) | September 2, 2018 9:27pm
Tlaloc, mind adding Blink Rune to the relic options? (And fixing the name for Purification Beads in the relics writeup)

Blink as possible 2nd option for maneuver purposes...can get her through some walls to get a better jump on enemies, and can get her out of really dangerous situations sometimes, if she can create enough distance after a dash (or after she jumps into a teammate's shadow, allowing her enough out of combat time to allow her to activate immediately as she jumps out). It's a bit niche, but can definitely have use.
1
Tlaloc1050 (17) | September 3, 2018 5:52am
Sounds good, consider it done.

Also, it's pretty cool that Blink Rune works nicely with Shadow Step.
0
Kriega1 (143) | August 27, 2018 3:23am
Why does your mid-teamfight build have pythags straight after boots? Don't you think it's better fourth?

Also in certain scenarios the Magus/Obsidian combo is quite decent on Nox due to her good base damage (and ticks from 1 and ult), similar to Raijin.

I would say Phantom Veil is less necessary on Nox, but it depends on where/who your teammates are, if you have teammates around, if the support/solo has it etc....

Lastly you seemed to have missed out a good use of her passive in the early game. Cast your 2 four times in base, which will assist your early speed camp clear with the jungler and your early waveclear.
1
Branmuffin17 (400) | August 27, 2018 5:52am
Pythag 3rd Vs 4th can be nice for a bit of earlier sustain. Magus before it is more offensively oriented (and typically what would normally be built) but better use I would say depends on team comp. If the only other magical God on my team was khepri or something (instead of ymir, for example) pythag's power/lifesteal might be better, especially with a bit of CDR for more ability use.

I just don't like promoting Spear + obsidian too much. Yes, situationally, it can work well. It's an option, it's just not given as one of the 3 main build examples.

Phantom is just an option. It should be listed, but if course is situational. I prioritize beads/aegis in most cases. Tlaloc did mention getting trapped in the ring and just hiding in a team mate's shadow as an option, lol.

Also, Tlaloc also mentioned charging up Siphon in base, in the mid lane gameplay section.

Thanks for feedback, Kriega.
0
Kriega1 (143) | August 27, 2018 5:05pm
Ah I missed the part about charging passive in base. I looked at abilities section. My mistake.

"Yes, situationally, it can work well. It's an option, it's just not given as one of the 3 main build examples." - I wouldn't say situationally. Magus is relevant for squishies and tanks early game while obsidian is relevant for high magical defense tanks in the lategame, which is often the case.
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1
DV-8 (35) | August 26, 2018 7:06pm
Thoughts on Shaman's Ring as a possible item for Nox?
0
Kriega1 (143) | August 27, 2018 3:11am
It's ok but probably better options. Also depends if you're getting a lot of ticks from her 1 before the burst from her 2.
1
Estidien (30) | August 26, 2018 7:52pm
I like it on Nox as her combo is forced so you'll get extra damage on both the remaining ticks of the root and 10% more nuke

The movement speed and base power don't hurt in the slightest either
1
Branmuffin17 (400) | August 26, 2018 9:36pm
I think it should work fine. I gave Tlaloc the listing of items, so it's not his fault it's not currently an offensive option.

I'd put it in a similar category as Tahuti in terms of general function...it does have the MS which gives added utility, but I feel Nox has one of the better escapes of all mages, in addition to the fact that she has great mobility when she connects on Shadow Lock.

I also feel Nox's first priority isn't damage. Sure, she's got some great burst potential, but her strongest asset to a team is CC, locking down enemies to help secure kills. CDR for disruption and ability spamming, Magus for damage beyond herself, pythag's for team fight function, etc. are all bigger priorities in most situations. If she doesn't have any other item needs and can go for pure offense, then yes, this can be great, especially against more mobile teams.
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1
Gulfwulf (81) | August 26, 2018 7:58pm
Hmm. I'll have to try it out on her the next time I play.
1
boogiebass (46) | August 26, 2018 2:11pm
Dope guide
1
Branmuffin17 (400) | August 26, 2018 1:30pm
I endorse this guide 😅
2
Gulfwulf (81) | August 26, 2018 7:47pm
Of course you do. :P
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