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Into the Moonlight: Advanced Tsukuyomi Guide (7.8)

15 6 29,095
7.6
by Legendcwk updated October 25, 2021

Smite God: Tsukuyomi

Build Guide Discussion 10 More Guides
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Tsukuyomi Build

Conquest Starter

Notes 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).

Notes

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).

Build Item Assassin's Blessing Assassin's Blessing
Build Item Mace Mace
Build Item Healing Potion Healing Potion

Joust Starter

Notes 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).

Notes

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).

Build Item Warrior's Blessing Warrior's Blessing
Build Item Cudgel Cudgel
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Core

Build Item Warrior Tabi Warrior Tabi
Build Item The Crusher The Crusher

Joust Bruiser

Notes As usual, Beatstick over Crusher for antiheal.

Notes

As usual, Beatstick over Crusher for antiheal.

Build Item Warrior Tabi Warrior Tabi
Build Item The Sledge The Sledge
Build Item Runic Shield Runic Shield
Build Item The Crusher The Crusher
Build Item Void Shield Void Shield
Build Item Heartseeker Heartseeker

Situational Items

Build Item Soul Eater Soul Eater
Build Item Hydra's Lament Hydra's Lament
Build Item The Sledge The Sledge
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Arondight Arondight
Build Item Void Shield Void Shield
Build Item Magi's Cloak Magi's Cloak
Build Item Winged Blade Winged Blade
Build Item Serrated Edge Serrated Edge

Full Power/Pen

Notes 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.

Notes

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.

Build Item Warrior Tabi Warrior Tabi
Build Item Transcendence Transcendence
Build Item The Crusher The Crusher
Build Item Heartseeker Heartseeker
Build Item Arondight Arondight
Build Item Bloodforge Bloodforge

Suggested Build

Notes 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.

Notes

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.

Build Item Warrior Tabi Warrior Tabi
Build Item The Sledge The Sledge
Build Item The Crusher The Crusher
Build Item Hydra's Lament Hydra's Lament
Build Item Arondight Arondight
Build Item Heartseeker Heartseeker

Relics

Notes 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.

Notes

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.

Build Item Purification Beads Purification Beads
Build Item Blink Rune Blink Rune
Build Item Aegis Amulet Aegis Amulet
Build Item Magic Shell Magic Shell
Build Item Shield of Thorns Shield of Thorns

Tsukuyomi's Skill Order Notes 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.

Notes

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.

Dark Moon Shuriken

1 X Y
Dark Moon Shuriken
2 4 6 7 9

Kusarigama

2 A B
Kusarigama
1 8 11 12 14

Silver Moon Caltrops

3 B A
Silver Moon Caltrops
3 15 16 18 19

Piercing Moonlight

4 Y X
Piercing Moonlight
5 10 13 17 20
Dark Moon Shuriken
2 4 6 7 9

Dark Moon Shuriken

1 X
Tsukuyomi calls upon Shingetsu, summoning forth a Dark Moon Shuriken. The Shuriken damages enemies and stops on gods, sticking into them. If Tsukuyomi gets close to the god he retrieves the Shuriken and reduces its cooldown.

After casting this ability Shingetsu's next Basic Attack becomes ranged. This attack steals Movement Speed from the enemy hit.

Ability Type: Line, Slow, Damage
Shuriken Damage: 85 / 135 / 185 / 235 / 285 (+80% of your Physical Power)
Cooldown Reduction: 4s
Movement Speed Steal: 25%
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 14s
Kusarigama
1 8 11 12 14

Kusarigama

2 A
Shingetsu and Mangetsu form themselves into a Kusarigama. Tsukuyomi swings the weapon to his left and right, damaging and disarming enemies hit. He then swings the weapon forward with more force stunning enemies hit. While channeling Tsukuyomi gains 25% Movement Speed and is immune to Knockups.

Ability Type: Area, Crowd Control, Damage
Swing Damage: 35 / 60 / 85 / 110 / 135 (+40% of your Physical Power)
Disarm Duration: 1s
Final Damage: 60 / 115 / 170 / 225 / 280 (+80% of your Physical Power)
Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14s
Silver Moon Caltrops
3 15 16 18 19

Silver Moon Caltrops

3 B
Tsukuyomi holds Mangetsu aloft as it erupts into starlight, sending stars falling to the ground. As they land they become Caltrops, damaging enemies in the area and slowing them for 2.5s. Enemies who move inside this Caltrop field take damage and are slowed again.

After casting this ability Mangetsu's next Basic Attack becomes ranged. This attack deals bonus Physical Damage.

Ability Type: Area, Slow, Damage
Damage: 20 / 35 / 50 / 65 / 80 (+15% of your Physical Power)
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Bonus Damage: 5 (+30% of your Physical Power)
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 14s
Piercing Moonlight
5 10 13 17 20

Piercing Moonlight

4 Y
Tsukuyomi channels the power of the Full Moon, gaining Crowd Control immunity and 20% Damage Reduction. He fires forward 4 powerful piercing beams of moonlight. Enemy gods damaged become marked. Each beam can hit up to 3 enemy gods. After firing all beams Tsukuyomi charges forward at light speed, dashing through all enemies in the order they were hit, dealing heavy damage. Tsukuyomi will end his dashing at the final enemy hit. If Tsukuyomi kills an enemy god with this ability he will gain both of his ranged basic attacks.

Ability Type: Line, Buff, Damage
Beam Damage: 30 / 50 / 70 / 90 / 110 (+15% of your Physical Power)
Dash Damage: 70 / 100 / 130 / 160 / 190 (+50% of your Physical Power)
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Tsukuyomi Threats

Tap each threat level to view Tsukuyomi’s threats

Max
0
Major
2
Even
1
Minor
0
Tiny
0

Preface


About the Author: Legendcwk



I'm a 4-year SMITE veteran. I've played since mid-S3, and I'm currently Masters with a 70% win rate over 2000 hours. Filthy Siege aficionado, invader of buffs, and solo lane lunch money thief. In this guide, I'll share with you some pragmatic strengths, weaknesses, builds, play styles, combos, matchups, and more.

Before we go over anything, however, you should note that this is not a guide on how to play the game on a broader scale. I won't be covering when or where to move as Tsukuyomi at every phase of the game — this is considered "macro" play and the strategies under this category can apply to a number of junglers/assassins. Instead, I'll be covering things like Tsukuyomi's kit, how to reconcile build paths based on matchups and play styles, easy combos, and miscellaneous tips. If you want to learn how to rotate through jungle, how to farm properly, or how to ward, feel free to check out a number of guides detailing those macro game play tips!

Introduction



. 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 / Cons



Pros:

High chase potential with Dark Moon Shuriken and Silver Moon Caltrops
CC Immune + 30% damage reduction during Piercing Moonlight
High poke potential with ranged autos
High boxing potential with his Kusarigama
Cons:

Reliant on hitting ranged autos after abilities for maximum damage
Zoned easily by gods with high range/ ranged CC ( Thoth, Ullr)
Immobile, easy to dive when your Kusarigama is down
No hard engage before level 5

Abilities


PASSIVE ABILITY
Shingetsu & Mangetsu : Your weapons become "empowered" by damaging enemies. When your weapons are "empowered" your auto attacks heal you, cleave, and restore mana. Scales with power.

This passive is primarily used in solo lane scenarios or to aid in camp clear. It provides an okay amount of health/mana restore and a decent cleave. Don't rely on this passive to keep you in battle, however.


1
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.


2
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.


3
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.


4
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.

Situational Items Explained


Because Tsukuyomi has a unique blend of high scaling and ranged autos, he can be built a number of ways with great efficacy. Disclaimer: This is just a detailed explanation of when to buy these items – often, it's a matter of preferred play style, but I will detail the best times to purchase these items with respect to certain scenarios. In no particular purchase order/order of importance:


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.

How Should I Play Tsukuyomi?




What Options Do I Have for Play Styles?

Tsukuyomi's kit allows him to pursue a few different playstyles with a great deal of efficacy. Don't let his dazzling Kusarigama fool you; if built for it, he can play almost exclusively around his Dark Moon Shuriken, Silver Moon Caltrops, and their subsequent ranged auto components. Likewise, you can take advantage of his Dark Moon Shuriken retrieval in melee range to box your opponents in melee range. Above all, however, he is not an AA-based god. Your kit scales with power/pen, so avoid AA builds.

Okay, But What's the BEST Play Style?

Like 99% of subjective questions in life, the answer is a resounding it depends. Some people thrive in melee range using their 2 and 1 to outplay their enemies, while others would rather sit back, build full CDR, and spam their 1, 3, and ranged autos to chunk the enemy before using Tsukuyomi's Piercing Moonlight to finish the kill.

What I can say, however, is that your build should logically dictate how you play Tsukuyomi. If you have Hydra's Lament built, you should be taking advantage of your ranged autos at every opportunity. Likewise, if you have The Sledge built, don't be afraid to engage with your ultimate and take advantage of the protections and HP. If you have The Crusher / Brawler's Beat Stick built, you had best be poking frequently to make use of the passives.

I'm New to Tsukuyomi and His Kit is Confusing. What Are Some Quick Tips for Playing Him Well?

TIP 1: If you're new to the god, the best thing to keep in mind is that Tsukuyomi has no escape. Gods with slow immunity and good dive ( Cabrakan, Mercury) can catch you off guard if you play recklessly.

TIP 2: You rely on your movement speed steal and Silver Moon Caltrops to create distance between you and gods who can shrug off your poke. This means that you should place great emphasis on hitting your ranged autos granted by your 1 and 3.

TIP 3: Don't put yourself in an awkward spot to land your Silver Moon Caltrops; people can generally read that you want to place these on the ground, and can punish you when you walk forward to place them.

TIP 4: Your Piercing Moonlight does incredible damage, but you will also find yourself deep in enemy lines after casting it. Keep in mind that because his ultimate is so strong, you will often force relics and heavy peel from the enemy team. Be sure that when you use your ultimate, you keep these questions in mind:

Do I have a relic such as Purification Beads or Aegis Amulet to escape after I ult in?

Should I save this ultimate to save myself from a CC ultimate like Ares' No Escape or Da Ji's Paolao?

Will this ultimate force relics Purification Beads, Aegis Amulet to win a teamfight?

Will my team be able to confirm the kill if I can't?

Combos




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.


Easy Gank Combo

This combo is an easy-to-execute sequence for punishing immobile or out-of-position enemies. You engage with your Dark Moon Shuriken and use the following ranged auto to slow the enemy, allowing you to get more value out of the following cast of Silver Moon Caltrops, which also slows for each movement enemies make inside the field.

You can follow up with Kusarigama if the enemy has no escape, or Piercing Moonlight if the enemy team is peeling for your kill target and you can secure the kill.

Anti-dive Combo

This combo relies on you using your Kusarigama to facilitate peeling enemies diving you ( Hercules, Chaac, Susano). You begin by using your Kusarigama to disarm and stun the enemy god diving you, then use Dark Moon Shuriken and the following ranged auto to slow them before placing your Silver Moon Caltrops directly beneath you to create space to escape while also leaving the enemy damaged.


Ranged Poke Combo

This combo is what you'll be doing early game if you're facing gods with strong early games or threatening zoning presences ( Thanatos, Fenrir, Sobek). Make sure you aren't using Dark Moon Shuriken on enemy gods if their wave is still healthy; not only will this put you behind, but your ranged auto will also be blocked by minions.

Nonetheless, this combo provides solid ranged poke by virtue of his kit's ranged autos. Works well versus gods with predictable engage ( King Arthur) or low range ( Cu Chulainn).

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1
DrinksAdmirer (1) | January 7, 2022 2:38pm
my modification of the build is- axe for starter,the sledge, beat stick, runic shield, hydra's lament, shifter's shield
1
Hades4u (54) | September 10, 2020 6:49am
Skill order looks incomplete, maybe you forgot to save it? Other than that, looks great!
1
Legendcwk | September 11, 2020 9:41pm
Thanks! I left it at 5 intentionally and added notes to clarify what to level after you get your ultimate, but I realized it might not be obvious enough. I saved my preferred leveling sequence as a result.
1
Gulfwulf (81) | September 11, 2020 10:33pm
Hades is a new player so he's not familiar with using the skill builder to list skill leveling priority. I knew you meant to focus on leveling your 1 first, then your ult, then your 2, and then 3 if I recall your original leveling order properly.
1
Kriega1 (143) | September 9, 2020 12:59am
Thorns in a squishy build...
1
Legendcwk | September 9, 2020 4:59pm
Per the relics notes, it's noted that Thorns is niche and bought only in tandem with a bruiser build + versus AA + you are the one engaging.
1
Big Damage (37) | September 8, 2020 9:55pm
I haven't played much Tsuki since his release because I main Solo and Support so I'm not in a spot to notice criticisms like Kriega will. Overall though I love the guide looks really informative and unique (especially the colour scheme being similar to Tsuki's). It's an upvote from me.
1
Legendcwk | September 9, 2020 7:56pm
Thanks! He's gotten a slew of nerfs since his release unfortunately. At release, he could be a viable solo laner purely on his numbers alone, but these days, he's best suited as a counter pick jungler. Each of his abilities do damage and apply some form of hard/soft CC besides his ult, so he can theoretically still work in solo with enough babysitting and a bruiser build.
1
Big Damage (37) | September 9, 2020 11:06pm
I wouldn't underestimate him just yet, I was playing Joust yesterday with one pretty much like your hybrid build being top damage and kills. It was mildly infuriating how easily he could kill everyone post nerfs.
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