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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
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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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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:
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Passive:
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Passive:
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Passive:
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Death Draws Nigh - Passive
Max Stacks: 5 Ability type: Buff ![]() |
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. ![]() |
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. ![]() |
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. ![]() |
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. ![]() |
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Tanks should be less efficient due to
Due note that only
Also, when
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
I feel that
My suggestion would be to remove
The penetration from
In place of
I'd remove
My typical build with
I am a Joust player so the build will obviously vary in different game modes, but the point is to show how
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
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
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
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
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
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
Also, I see
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
The same way having both
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
Penetration is way too important to just ignore it, and "up to 20%" is not enough.
Even
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
So, to me, it seems like
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
What I mean by this is that
IF you can get away with it, building both can provide some incredible DPS. They have their strengths and weaknesses...
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
Also, lifesteal % is reduced with
Your build looks great aswell. However do note that
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
The % you lifesteal of is allready lowered due to
Also,