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Stats
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Basic attack
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Protection
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Regen
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Health: 450(+77)
Mana: 210(+35) Speed: 365(+0) Range: 55(+0) |
Damage:
36(+2.05) +50% Phys power ?/? |
Physical: 11(+2.9)
Magical: 30(+0.9) |
Hp5: 6(+0.7)
Mp5: 4.4(+0.38) |
Physical Power: +35
Mana: +300 Mp5: +6 |
Passive: You permanently gain 15 Mana per stack, and receive 5 stacks for a god kill, and 1 stack for a minion kill.
Additionally, 3% of your Mana is converted to Physical Power. |
This item gives you power, mana, mp5 and a good passive. This will help you to allow more ability casts, and harder hits.
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Physical Power: +40
Movement speed: +18% |
Passive: None
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These boots will give you movement speed and physical power. This gives you harder hits, and allow you to move around faster.
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Physical Lifesteal: +20%
Attack Speed: +30% |
Passive: Killing an enemy eats their soul granting +0.5% Movement Speed max 20 Stacks. If you take damage below 25% health all stacks are consumed restoring 1% of your maximum health per stack.
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This item gives you attack speed, lifesteal and a passive that will help you sustain longer in sticky situations. The attack speed is necessary due to the way Izanami's basic attacks work, and the lifesteal is great for sustain, and due to Izanami's attacks she can lifesteal from an entire minion wave at once!
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Physical Power: +40
Attack Speed: +15% |
Passive: On basic attack hits, deal Physical Damage equal to 4% of the target's maximum Health. This only affects gods.
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Izanami needs attack speed and power for her basic attacks to be viable, due to her basic attack "progression" chain. Qin's Sais provides both stats, aswell as a passive that will make her basic attacks, granted it only procs on 1st hit, significantly more usable in a variety of situations. Because Izanami's basic attacks allready deal lower damage compared to other hunters, as it's fairly hard to land both hits, this passive is a must-have.
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Wind Demon
Wind Demon | |||
Physical Power: +50
Critical Strike Chance: +20% |
Physical Power: +50
Critical Strike Chance: +20% |
Physical Power: +40
Critical Strike Chance: +20% |
Physical Power: +30
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Passive:
Spoiler: Click to view
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Passive:
Spoiler: Click to view
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Passive:
Spoiler: Click to view
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Passive:
Spoiler: Click to view
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Spoiler: Click to view
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Spoiler: Click to view
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Spoiler: Click to view
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Spoiler: Click to view
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Death Draws Nigh - Passive
Max Stacks: 5 Ability type: Buff Ability Video
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Sickle Storm
Bonus Damage: 5/10/15/20/25 Ability Type: Buff Cooldown: 10 seconds Cost: 60/65/70/75/80 mana The cooldown doesn't start until the ability ends. Izanami can right-click to end this ability early. Level 2nd. The buffs this ability provides only become relevant towards the middle and/or end of the game. Use anytime when in combat and available, or when you want to deal quick, high burst damage to an enemy. Ability Video
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Spectral Projection
Slow: 18% + 6% per Kill (Max 30%) Slow Duration: 2/2.25/2.5/2.75/3s Ability Type: Line Range: 70 Cooldown: 16/15/14/13/12 seconds Cost: 70 mana Level this ability first. You'll want the damage to be able to kill people that are affected with this ability more easily to increase the slow strenght. This is also your only form of CC that isn't your ULT, which you'll want to get the most out of. Use this ability as a form of initiation, to catch up with enemies trying to run away, or to kill enemies, and thereby powering your slow. You can also use this ability to slow enemies chasing you and thereby increasing your chances of escaping. Ability Video
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Fade Away
Ability Type: Leap Range: 55 Cooldown: 20/19/18/17/16 seconds Cost: 90/85/80/75/70 mana Level this ability last, since it's mainly used as an escape-only ability. Use this ability when you need to escape a tough situation. You can also use this ability to initiate a fight, or to change position easily (and hidden) during a fight and potentially get the drop on your enemy. Ability Video
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Dark Portal - Ultimate
Duration: 1.5/1.75/2/2.25/2.5s Ability Type: Ground Target Special Radius: 15 Cooldown: 80 seconds Cost: 100 mana Level this ability whenever available. Use this ability do initiate. use it to disrupt enemy abilities and prevent them from casting any for a short period of time. Use to finish off an enemy that's low. Use this ability to force enemies away when you're low on health and need a time-out. Ability Video
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Tanks should be less efficient due to Qin's Sais, though I can see where you're coming from.
Due note that only Deathbringer is only a 20% crit chance, which isn't that high.
Also, when Izanami's 1st ability is active, her basic attacks function identical to that of, say Artemis, and can thus crit equally.
Transcendence - Gives high power and high mana to bully and use abilities more
Warrior Tabi - Adds the basic power increase and movement speed
Jotunn's Wrath - ives you pen, power, cdr and mana(Can be alternated with Hydra's Lament)
Hydra's Lament - gives you a great passive to go with your 1 and more cdr(Can be alternated with Jotunn's wrath)
Hastened Fatalis - works well with your 1 and helps you stay on targets
Titan's Bane - extra pen to help burst down tanky or squishy targets
Pro:
-High pen
-High damage
-High Cdr
-lots of mana to spend
Cons:
-No lifesteal
-Obvious squishy
-No crit
I've used this build in all game types and works well in all of them so some feedback on it would be nice to hear.
Your build will suffer in a mode like Assault, due to the lack of lifesteal, unless you have increased Hp5 from other sources or a good supporting team.
CDR wouldn't be my first guess on Izanami. It will help with making your escape available more often, which is nice, but other than that its benefits are usually not noticeable.
I feel that Izanami is a godess with which you get in combat, use all of your abilities and then continue to basic attack, and either win or lose. She only has 2 damaging abilities, one being the ultimate. By the time your abilities are back up you should've either won or you'll most likely be watching a respawn screen, unless both participants in said fight fail to connect their attacks.
My suggestion would be to remove Jotunn's Wrath and keep Hydra's Lament.
The penetration from Jotunn's Wrath is insufficient to purchase the item for that reason, the mana isn't much needed due to Transcendence (though they can work together due to passives.) and for the power there are other items.
In place of Jotunn's Wrath, Deathbringer would be a solid option. Activating your 1st ability, increasing damage and attack speed, plus Hydra's Lament's passive (due to 1 activation) and Deathbringer's massive crit power spike, will deal a lot of damage. Especially since once you have your 1 active, your basic attacks function identical to any other hunter's.
I'd remove Hastened Fatalis with wind demon if you do what I said above, to get 40% crit chance, because only 20 isn't enough. If you don't switch it around, Hastened Fatalis can stay, though I'd prefer a lifesteal item in this case (such as Soul Eater) over hastened.
My typical build with Izanami has been:
Ninja Tabi - Added Attack Speed & Mana
Soul Eater - Added Attack Speed & Early Lifesteal
Deathbringer - Early Crits giving you an Aggressive Start & the potential to feed
The Executioner - Added Attack Speed & Protection Shred
Malice - Make Crits from Deathbringer more meaningful (1k Crits - 500 going forward & 500 coming back)
Bloodforge - Luxury Item (If ahead by a lot), Adds more Lifesteal & the ability to sustain more in teamfights
I am a Joust player so the build will obviously vary in different game modes, but the point is to show how Qin's Sais can actually hurt builds that are Crit & Power based.
So let me correct my post about Crits and say I've been hitting 625 Crits (500 going in & 125 going out). More often than not I am hitting 2-3 Crits in a row consistently once Malice gets fully built.
Best case...3 Crits in a row (1875 before protections) in damage, worst case...you don't Crit at all (unlikely), but still have a Basic Attack of 302 (before protections) to cover you.
I do understand the fact that Qin's Sais combined with Crit would be "less effective" in normal circumstances, but as Izanami's damage is allready limited Qin's Sais should, in my opinion, stay. If you do decide to drop either of the 2, I'd drop the crit.
302 Basic Attack & 225 Physical Power while still maintaining a 1.9 Attack Speed.
In my opinion for Crits to "properly" work, they need to paired with another Crit.
Could even swap out Ninja Tabi for Warrior Tabi late game for more power.
The main deal is that no matter what items you'd place together, there's allways going to be this 1 flaw because of "situation X". So it really comes down to the situation. Just try and refrain from building full tank on a hunter.
You'll lose the lifesteal, but if you remove Qin's Sais you're going to lose even more of the allready limited power.
People should not blindly follow builds that Pros are using, just because they are pro.
Incon sometimes tries some very weird build and would still wreck.
That's only because they are good, builds have less impact at that level.
Since we, common people, are not at the same level, we need a little advantage, so we cannot afford to have an under-performing build.
Also, he is right about the fact that Qins and Crit items should not be built together.
That is a simple math question.
- Qin's main damage is by it's passive (40 power and 15% attack speed is good, but there are better)
- Qin's passive is not affected by crit
- Crit needs a consistent crit % to be effective, so at least 2 items.
So, with Boots, Lifesleal, Penetration and Power as Core items, that kinda leave only 2 items.
So, either crit, either qins and an second attack speed item.
Having both, means 1 crit and qins,
- Qin's doesn't get enough attack speed to benefit the passive
- Crit doesn't get enough crit % to be effective
In terms of build efficency, it's just not worth it.
However, there is a time where it can be an option to have both : when you are in the process to switch from Qin's to Crit (for example having Qin's Sais and Wind Demon while waiting to get 1420g to replace Qin's Sais with Deathbringer).
Since Qin's is cheaper (only need 1 item to really increase your DPS), many will start the Qin's build and if the game lasts very long, will switch over to the crit build.
Overall, the final build would be the double crit without Qin's and would have cost more than having straight for crit. However, the power curves are more smooth and it's not negligible in Conquest.
I feel that Izanami benefits more from Crit + Qin's Sais than anything.
Izanami's passive gives built-in penetration which basically disregards the need for a penetration item unless, which I also explained in the guide, you're not comfortable with fighting battles with lower health.
Also, I see Qin's Sais + Crit a good bunch. Also, I don't watch the "pro" scene. It doesn't interest me really, and like you said, they're pro's so learning from them is hardly possible since they can indeed make everything look good.
To round it up, Crit + Qin are supposed to give you all means necessary to eliminate enemies quickly and easily without the need to rely on abilities to much, since Izanami's abilities aren't that amazing in terms of PvP combat. This build is focused mainly (and probably only on) basic attacks.
The same way having both The Executioner and Titan's Bane is not a bad, just not efficient.
Your build is not bad, it can even deal decent damage, but a hunter will always deal decent damage as long as you don't build full tanky.
However, when you say that Izanami benefits more from Qin's + Crit than anything ... that's just not true.
Penetration is way too important to just ignore it, and "up to 20%" is not enough.
Even Titan's Bane is barely enough with its 33% AND 30 power.
In the end, they're all great DPS. They have their own unique positives (these are the ones I can think of (and understand the #s I'm looking at are all considering full stacks of The Executioner only, just for ease of comparison):
Transcendence:
So, to me, it seems like Qin's Sais + crit items, again at least in SOME situations, can be a reasonable thing to do.
That is absolutely a statement I can agree with, in a general sense, not specifically with regard to any specific god or build.
Pros can make certain things work that more casual players would have a difficult time doing well. For example, with a 5-man extremely familiar with each other, in sync, etc., the Ritual Dagger passive relic duration increase can extend a group push/teamfight that other groups might never really take advantage of optimally.
So just because Incon builds a specific, technically weird way for Supports where he ends up buying partials of multiple items, doesn't mean we'll do as well copying him.
Yes, in a direct technical sense when comparing the "synergy" of Qin's Sais and critical strikes, and perhaps more specifically for Iza with her unique kit...but also no, in the idea that this is an extremely limiting and narrow-minded statement.
What I mean by this is that Qin's Sais and crit items don't directly enhance the others' passives or anything else...sure, that's obvious. However, understand that their purpose is the same. Both increase DPS strongly, but in different ways.
IF you can get away with it, building both can provide some incredible DPS. They have their strengths and weaknesses... Qin's Sais is a great mid-game DPS spike, and as a single item, there's probably no better item for a hunter. But it really requires high attack speed to take more advantage of the passive.
Crit requires 2 items to really provide efficient damage and % crit chance, and they're expensive. So they're purchased late. Between Qin's and crits, it can be a bit cost-prohibitive to build both in one match. But keep in mind, the attack speed from Qin's is welcome to a crit build...more attacks means more chances to crit. So there's SOME synergy there.
But in some cases, where you're already steamrolling the enemy team, you may find that you can actually build all of the above and not be behind in your build structure. The main thing to remember though is that between these items, half of your total item slots are filled. You need Boots of some type, and lifesteal, and (preferably) protection reduction or penetration, so your choices are limited at that point.
In the end, Qin's + crits can absolutely be done. SHOULD they be done everytime? Absolutely not...but to say straight up "it is one or the other" loses focus on what you're looking to do...which is to deal as much damage as possible.
This is the only lifesteal item that gives attack speed, which Izanami benefits more from, due to the way her basic attacks work.
Also, lifesteal % is reduced with Izanami's attacks (also because of how it works), therefore, most other lifesteal items will just lose so much potential on Izanami. What makes Soul Eater even more special is its passive. When you're losing a fight, the instant health gain can save your life.
Your build looks great aswell. However do note that Titan's Bane isn't entirely necessary if you can use Izanami's passive, which allready gives %Pen.
This is the only lifesteal item that gives attack speed
Sorry you're forgetting Asi. I usually go for this item on all hunters because I find it to be the best out of all the others, its passive and lifesteal+penetration make it a must imo. What do you think?
While Asi is nice, I wouldn't recommend it on Izanami
The % you lifesteal of is allready lowered due to Izanami's regular basic attacks not doing 100% damage. Due to this, Asi's passive is also weakened, and the potential of this item is lost.
Also, Izanami can get penetration from her passive, so the small amount of penetration Asi gives isn't entirely necessary, unless you're not comfortable with fighting at lower health levels.