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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.
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.
This start encompasses mages blessing for the early ability damage bonus to aid in clearing waves. Lost Artifact will lead to Chronos' Pendant.
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.
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. | |
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. | |
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. | |
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:
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). | |
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. |
Core Combo |
This is your main combo. Initiate with Siphon Darkness to prevent enemy ability use. This will typically trigger 1 of 3 reactions:
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:
|
Start and Early Game |
Mid-Game In The Mid-Lane |
Late Game and The End |
Start and Early Game |
Mid Game |
Late Game and The End |
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. |
Old Video Guide By Dmbrandon:
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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?
Also why is there no CDR boots listed?
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.
I usually get full CDR with Chronos' Pendant+ Spear of Desolation+ Soul Gem
Also, full CDR is fine, but you do realize you can get 30% from items, and finish the 10% with a Potion of Magical Might, right? Or, you can pick up Shoes of Focus instead, since you'll often be picking up Spear of the Magus immediately after.
[*]You said she has great burst potential, which I agree with, but you even mention somewhat low overall player damage. This is what I'm talking about. Sure, she can get a kill on an enemy that's already hurt. That's not the point. Nox typically cannot 100-0 an enemy, and that shouldn't be her goal. A ton of her potential is as a utility mage, due to the silence and the root/cripple. She should be around teammates to help secure kills and provide a huge measure of control.
The point of Nox is that she is very strong the whole game. She is effective early\mid soloing in middle killing 0-100 enemy mid or jungler (she is awesome in antiganking), she will have less player dmg but less "trash" dmg (like kuku can have), as she makes no dmg or kills\kill assist. And in that period Pythagorem's Piece will be useless in most cases, as group fight are rare. And in late most of the builds have enought sustain itself.
Late game, people have sustain, yes, but you're also often dealing with anti-heal, and this could help counteract that a bit if nothing else. I don't know what you mean by "enough" sustain, as more never hurts, especially if they're able to get more without going double lifesteal.
In any case, I'm sure we can agree to disagree. This build absolutely allows for either SG or Pythags, or neither. The final build is up to the reader to decide, and I think that's the most important aspect.
The point of Nox is that she is very strong the whole game. She is effective early\mid soloing in middle killing 0-100
I have to disagree. Nox is weakest early game, due to weak clear. At the start of mid game she does however get a power spike.
Also, I like how you phrased the info about damage.
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?
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.
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.
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?
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!!!
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.
2. Yes. Supports need that defense. Spear is more of a mid choice than a support one.
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.
And late-game, if you want, switch Focus for Reinforced (or Magi) and get that potion.
Holy hell people, you can think for yourselves, right?!? Flexibility and adaptation, for Nox's sake!
Mid-Lane build section:
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.
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.
Also, it's pretty cool that Blink Rune works nicely with Shadow Step.
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.
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.
"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.
I still say situationally. You may choose not to get Obsidian Shard anyway. Obsidian is a pure damage item against tanks. They're not your main target, and your best function against tanks is for CC to stop their own CC, or allow your team to gang up on them to take them out more efficiently.
Unless those tanks are the main threat (sucky glass cannon enemies), then if I were to go for a pure damage item (depending on the rest of my build), I might prefer Soul Reaver (which has higher power and will be more effective against squishies, while still adding a bunch of damage potential against tanks). And it doesn't introduce any technical inefficiencies. But nothing stops from adding both Reaver and Shard.
In the anti-tank build, I gave the example of Obsidian Shard without Spear of the Magus. In this case, I wanted at least some earlier CDR, which is why I chose Spear of Desolation there, rather than Spear of the Magus. I might reconsider the build, and could give a Magus/Shard combo example instead.
@Tlaloc, mind changing the anti-tank build? Book of Thoth, Shoes of Focus, Spear of the Magus, Chronos' Pendant, Obsidian Shard, Soul Reaver (Obsidian before Reaver due to the significantly lower price)
Will change it soon. Seems like a good idea
The movement speed and base power don't hurt in the slightest either
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.