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If the enemy team has a strong early and you're getting chunked before you can even fight ( Fenrir, Hercules, Thanatos), you can start with Cudgel into The Sledge before The Crusher for an extra HP/prot boost. This helps you transition into your mid-game, where you shine the most. Of course, use Brawler's Beat Stick over The Crusher for heal heavy comps ( Aphrodite, Hel, Ra, Hercules).
If your enemies have weak early/squishy lineup, substitute for Attacker's Blessing + Mace/Morningstar into Transcendence (if your team isn't stacking AND you are confident in your farm/first blood potential).
As usual, Beatstick over Crusher for antiheal.
This build will let you delete any squishy and chunk even tanky targets and the expense of having close to no survivability/utility.
Only build if you are confident in your mechanics, as you need to rely on hitting abilities and exploiting openings to offset Tsukuyomi's inherent immobility.
This build provides a nice power curve for the price, keeps you relevant all game, and lets you take engagements from far away or in melee range without lacking in either department.
Quick Relic Reference:
Beads: Self-explanatory, must-buy against gods with CC ultimates (Ares, Ne'zha, Fenrir, Da-Ji). Also a decent pickup versus combo-reliant gods (Herc, Nox).
Blink: The high-risk, high-reward pickup. Offsets Tsukuyomi's lack of engagement outside of his ultimate, but takes away a relic slot used to keep him alive in the event he's dove. Best versus immobile gods (Ra, Zeus, Heim).
Aegis: Best against gods with nuke ultimates (Poseidon, Scylla, Vulcan). Keep in mind that most of the damage you immune from Aegis can often be completely avoided by using Beads correctly; proper Beads serves greater functions and has a higher skill ceiling.
Shell: Niche pickup; you would typically buy this in tandem with a bruiser build. Best versus AA heavy teams (ADC Mid + Magical ADC, Loki) and antiheal teams (Chang'e, Bacchus).
Thorns: Niche pickup; you would typically buy this in tandem with a bruiser build. Best versus AA heavy teams AND if you are primarily bridging the gap to engage.
In general, your fastest camp clear depends on whether you're comfortable hitting every swing of your 2. If not, you can level your 1 first.
After level 5, you will max your Dark Moon Shuriken (1), Ultimate, and then refer to this quick rule of thumb:
Level your Kusarigama (2) if you are frequently in melee range/engaging on AA gods/need self peel.
Level your Caltrops (3) if you are poking frequently and need the extra damage from your true damage auto.
Tap each threat level to view Tsukuyomi’s threats
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Tsukuyomi is Smite's latest assassin, and he's brought with him a loaded kit with the frightening damage numbers to match. Even after his recent set of nerfs, his high damage potential remains a core part of his identity — and for a good reason, too. He excels in chunking the enemy and providing oppressive ranged soft CC, but without proper play, he can easily find himself dying before any of that damage makes an impact. Despite his shortcomings, Tsukuyomi remains a highly contested pick in casuals. In this guide, I'll explain his kit in a practical sense and give you some options for how to utilize his kit depending on your level of experience, comfort, and the scenarios you might frequently face. NOTE: Tsukuyomi will be receiving further nerfs to his kit – some of which will drastically alter certain build viability/play style options. View the upcoming changes here. |
Pros:
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Cons:
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Dark Moon Shuriken : Line attack, pierces minions, stops on and sticks to any enemy god hit. Walk up to the affected enemy god to retrieve the shuriken and receive reduced cooldown on this ability. After casting this Shuriken, your next auto attack will be wide, purple, and ranged. Does not pierce minions. Hitting an enemy god/minion with this auto attack will slow them and grant you movement speed simultaneously. |
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Kusarigama: Semi-cone attack. You swing your weapons in a small cone to the left, then the right, then straight into a line attack. Your first two swings disarm, and your final swing stuns if you land it. Can be used as a small movement speed boost to escape, juke abilities, or interrupt channels like Bellona's Bludgeon You'll be saving this ability if you aren't in melee range. |
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Silver Moon Caltrops: You place a large, crescent-shaped field of spikes on the ground. Enemies who move in these are slowed and damaged. After casting Silver Moon Caltrops, your next auto attack will be narrow, white, and ranged. Does not pierce minions. Does physical damage that scales off power. Much like the ranged auto granted from Dark Moon Shuriken, you can hit towers from outside of their aggro range after casting this ability. |
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Piercing Moonlight: You fire four narrow beams of moonlight directly in front of you, each doing damage. You dash at every enemy hit by these beams and slice them. Your dashes end after slicing the last enemy hit by your beams. Provides 30% damage reduction and crowd control immunity while casting. This is a powerful ultimate. Expect enemy gods to use relics and peel cooldowns to save themselves/teammates. Plan accordingly. |
Your team isn't heal-heavy + the enemy team is poke heavy and you want some sustain to counter it. |
You are confident in your ranged autos + you don't need the utility/poke of Brawler's Beat Stick/ The Crusher early. |
You are facing strong early game gods ( Hercules, Thanatos, Fenrir) and need the HP+prots to survive engagements. |
You need to spam your poke more often/you need to have your ultimate up more often to create pressure on kill targets who rely on ultimates for peel ( Aphrodite, Poseidon, Zeus). |
You are playing around your ultimate a lot and want to delete a squishy before they get their kit off. |
Your enemy is tanky and hits hard ( Hercules, Achilles) and you want to be able to take trades. |
Only useful if the enemy relies solely on hard engage from one or two gods. Keep in mind that many gods can proc this from range ( Nox, Thor, Ne Zha, Thoth), so make sure that there's little chance anyone beyond their initiator can proc it. |
Your enemy relies on slowing you before/after engagements and you need to stick to your targets better. Also works to escape after ulting if your enemy relies on heavy slow for peel ( Poseidon, Ra). |
Only good if you are slightly ahead AND able to reliably stay in melee range to make use of the passive. Not an ideal pick up, but if you are constantly being dove and in melee range, you can reliably fight back thanks to the high pen and lifesteal this item provides. |
You anticipate a longer game, your teammates aren't also stacking, and your enemy team can't capitalize on the slower power curve. If you get first blood, this item is a solid pickup; otherwise, consider items like The Crusher or Hydra's Lament, as they provide a power spike with no ramping required. |
Tsukuyomi's abilities have incredibly synergy; many of his combos are centered around punishing immobile or aggressive enemies with slows, hard crowd control, and high damage. Below, I'll list some combos that you will find yourself using at least once per game. You can use any of these combos immediately before casting Piercing Moonlight, or immediately after. As a personal preference, I like to only cast Piercing Moonlight when I am guaranteed a kill / enemy relics.
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