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Master Bari ADC Guide

Carry Conquest
5 2 4,793
7.1
by TottiGR updated March 19, 2025

Smite God: Princess Bari

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Princess Bari Build

Attack Speed Starter

Notes [ìtem=Warrior's Axe version =2] I recommend to try out this starter, really good for early game with the prots, strength and sustain!

Axe will evolve into Bragi's Harp

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Notes

[ìtem=Warrior's Axe version =2] I recommend to try out this starter, really good for early game with the prots, strength and sustain!

Axe will evolve into Bragi's Harp

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Build Item Warrior's Axe Warrior's Axe
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Attack Speed Full Build

Notes Sundering Axe it provides you with really good stats, prots, strength, burst and sustain. Highly recommended over finishing other items at level 20!

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Blade you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Sundering Axe it provides you with really good stats, prots, strength, burst and sustain. Highly recommended over finishing other items at level 20!

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Blade you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Sundering Axe Sundering Axe
Build Item Bragi's Harp Bragi's Harp
Build Item The Executioner The Executioner
Build Item Qin's Blade Qin's Blade
Build Item Titan's Bane Titan's Bane
Build Item Odysseus' Bow Odysseus' Bow
Build Item Dominance Dominance

Alternative Relics

Notes Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Notes

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Build Item Phantom Shell Phantom Shell
Build Item Aegis of Acceleration Aegis of Acceleration

Critic Choices (Impactful)

Notes In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Notes

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer

Princess Bari's Skill Order

Sacred Bell

1 X Y
Sacred Bell
1 4 6 7 10

Warding Gust

2 A B
Warding Gust
2 15 16 18 19

Reverent Steps

3 B A
Reverent Steps
3 8 11 12 14

Spirit's Cadence

4 Y X
Spirit's Cadence
5 9 13 17 20
Sacred Bell
1 4 6 7 10

Sacred Bell

1 X
Lob a bell, dealing Magical Damage to enemies where it lands. Warding Gusts or Reverent Steps push the Bell, dealing Magical Damage and Slowing enemies hit.
  • Mystic Surge: +20% Lob Damage and now applies a Slow. +20% Rolling Damage and now applies a Stun. The Bell itself is 1.67x the size.
Lob Damage: 65 / 105 / 145 / 185 / 225
Lob Scaling: 80% Strength + 65% Intelligence
Roll Damage: 45 / 75 / 105 / 135 / 165
Roll Scaling: 80% Strength + 65% Intelligence
Slow: 20%
Slow Duration: 1.5s
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Range: 8.8m
Radius: 2.4m

Additional Notes:
  • Warding Gusts will pull the Bell towards you if it is within Basic Attack range and has landed before casting Warding Gusts.
  • You can only have 3 Bells deployed.
Warding Gust
2 15 16 18 19

Warding Gust

2 A
Swipe your fan dealing Magical Damage to enemies and Knockback enemies who are close.
  • -30% Damage to enemies further away.
  • Mystic Surge: +20% Damage and Knockback. Bells pushed are treated as Mystic Surge Bells.
Damage: 65 / 110 / 155 / 200 / 245
Damage Scaling: 55% Strength + 45% Intelligence
Cooldown: 14s
Radius: 4.4 / 8.8m
Cone Angle: 70 degrees
Reverent Steps
3 8 11 12 14

Reverent Steps

3 B
Dance for a short burst of speed in any direction, then fire a projectile dealing Magical Damage when it ends.
  • Hitting a god grants 50 Spirit and reduces this ability's Cooldown by 25%.
  • Mystic Surge: +20% Damage, dealt instantly in a line. Bells pushed are treated as Mystic Surge Bells.
Damage: 30 / 60 / 90 / 120 / 150
Damage Scaling: 115% Strength + 45% Intelligence + 100% Basic Attack Power
Cooldown: 15s
Range: 8.8m
Radius: 0.64m

Additional Notes:
  • You have no strafing or backpedal penalty while firing.
Spirit's Cadence
5 9 13 17 20

Spirit's Cadence

4 Y
Conjure a spiritual dance that pulses three times. The first two pulses deal Magical Damage. The last pulse deals Magical Damage. Pulses apply a stacking Slow.
  • You and allies in the area gain Guarding Spirits for 4s. When taking lethal damage become Immune, Silenced, and Disarmed for 1.5s.
  • Casting this ability immediately places you in Mystic Surge for 10s.
Pulse Damage: 50 / 70 / 90 / 110 / 130
Pulse Scaling: 30% Strength + 25% Intelligence
Final Damage: 100 / 140 / 180 / 220 / 260
Final Scaling: 60% Strength + 70% Intelligence
Slow: 15%
Slow Duration: 2s
Cooldown: 100s
Range: 8.8m
Radius: 5.6m

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Princess Bari as an ADC.


Here are my socials:

Princess Bari's Abilities

Princess Bari Abilities


MYSTIC SURGE (PASSIVE) - CLICK FOR INFO


SACRED BELL (1) - CLICK FOR INFO


WARDING GUST (2) - CLICK FOR INFO


REVERENT STEPS (3) - CLICK FOR INFO


SPIRIT'S CADENCE(4) - CLICK FOR INFO

Princess Bari Combos

• Basic damage combo:

Sacred Bell --> Reverent Steps --> Auto Attack (This combo is great for DPS and Spirit generation!)

• Trading combo:

Warding Gust --> Sacred Bell --> Auto Attacks --> Reverent Steps --> Auto Attacks (Look for using this combo to control enemies with the knock back, maximizing the damage!)

• Ultimate teamfight combo:

Spirit's Cadence --> Sacred Bell --> Auto Attacks --> Warding Gust --> Auto Attacks --> Reverent Steps --> Auto Attacks (This combo can be crucial in late game fights because leverages the Mystic Surge state to spam abilities and deal massive area damage)

How To Play Princess Bari

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2, try always to upgrade if the ADC has a dash or escaping ability, one of it, in this case the Reverent Steps and then if you have won the pressure go to the central buff, do it and then comeback to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • During the early game phase remember to push waves and then do your right back camps because they will give you an small lead over the enemies. Ward duo site of the map and try to fight over the central buff camp.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • This ADC has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, neutral camps and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other ADC.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Pyromancer for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or neutral buff camp and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER ADC!)

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyromancer as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight).

  • If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have able your actives: Purification Beads, Aegis of Acceleration or Phantom Shell before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How to Ward As Princess Bari ADC

Normal Early / Mid Game Warding:


I would always try to get this two wards (NORMAL WARDS -> White Colour) because with them you can easily control most of the jungle size around duo lane, avoiding enemy jungler ganks or even support ambushes. You can also control the Gold Fury objetive during the mid game phase of the game and communicate your team anything happening over the duo lane!

Defensive Warding:


Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Ward (GREEN COLOUR CIRCLE) your purple buff and make sure to call your teammates at least 1 minute before spawning.

Offensive Warding:



In case you have a high pressure duo set up (ADC with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade enemy purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared]

Fire Giant Warding:




These two maps are efficient ways to use ADC vision to help your team know the position of enemies before starting a fight around the objective.

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and MID) form what we call as "backlaners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.

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