Vote received! Would you like to let the author know their guide helped you and leave them a message?
This start uses Leather Cowl, which provides some lifesteal, AS and mana sustain. You'll build into Hunter's Cowl (or Leader's Cowl if preferred) for consistent attack speed.
Spiked Gauntlet will be built into Devourer's Gauntlet to provide your early health sustain. If preferred, Asi or Crimson Claws can be picked up instead for higher base AS.
This build example upgrades Leather Cowl into Hunter's Cowl. It provides strong penetration for both basics and abilities, and 20% CDR for higher ability use.
Early game, your sole mana sustain will come from the small MP5 from Cowl and any potions you bring, so you may find yourself mana-starved if you don't control your ability usage. Once you get Dominance online, you shouldn't have any further issues. You can choose to pick up Demon Blade first if you'd prefer.
Choose either DB glyph as preferred. If you want a more traditional ADC build, you can grab The Executioner (and glyph) in place of Fail-Not.
This start uses Gilded Arrow, which provides situational attack speed and bonus gold. It will be upgraded into Ornate Arrow for the boost in AS and crit chance.
Spiked Gauntlet will be built into Devourer's Gauntlet for early lifesteal.
This build is a powerful late-game build that allows you to get only 2 standard crit items while focusing on attack speed, but suffers until late-game due to how Ornate Arrow comes online.
Be careful of mana use until Dominance is built. You can choose either Executioner glyph as needed/preferred. Malicious is actually great for her if you don't need anti-heal, as she appreciates CDR.
This start uses Death's Toll, which provides some early health and mana sustain. Upgrade to Death's Temper late-game.
Light Blade will be built into Asi for early game health sustain.
This build example upgrades Death's Toll into Death's Temper (when you hit level 20). (You can also use Cowl instead.)
This build is looking to give you as much AS as possible. It has strong pen function via Dominance, The Executioner and Silverbranch Bow.
Silver is very helpful here...with Viper Shot activated at full build, she'll gain ~75 extra power, and if you don't use all 4 shots while activated, this power also applies to any abilities she uses.
This is a Joust build example, avoids stacking items (in case the mage wants to stack) and provides high % pen, good crit chance, and some CDR for ability use late-game.
(Don't forget to grab an early Wing Shard or Golden Shard!)
Purification Beads to counter enemy CC should usually be your first relic at the start of a match, with little exception.
The other relics are functional options for your second relic.
Aegis Amulet is a standard 2nd relic option to counter burst damage or executions that you can anticipate (e.g. Scylla, Poseidon, Thanatos).
Magic Shell is a situational 2nd relic that blocks some damage, but you'll only choose this for the Phantom Shell upgrade to counter specific enemy skills (e.g. Odin, Cabrakan, Ymir, Yemoja).
Heavenly Wings is a utility 2nd relic option that provides mobility for chase or escape. Either upgrade can be chosen ( Entangling Wings for CC, Hastened Wings for boxing mobility
- works great with Medusa's Sidewinder passive).
Recent updates:
2024/1/23: Guide is current as of Patch 11.1, "Year 11." Builds updated.
Revision History
|
No movement penalty when side-strafing, and half of the movement penalty when moving backward. Overview: This is a passive that requires no direct thought, but lends itself to making Medusa a more effective | |
Medusa shoots out 4 vipers in rapid succession that poison the targets hit, dealing damage over time. CD 10 seconds. 10% scaling. Leveling Priority: Max this 2nd. General Use: Burst Damage Overview: Her only built-in AS steroid, it adds a strong burst of damage when targeting an individual. Best to use earlier in the fight (due to ticking damage), and when you're able to confirm hits more easily (enemy is stunned from Lacerate, stoned from Petrify, or otherwise CCd from teammates' abilities). Tip: Remember that you can trigger it early, and it won't activate until you start attacking. You can use it in the fountain for a free charge! | |
Medusa spits out acid that damages the first enemy hit, and sprays out acid in a cone behind them. Enemies hit by Acid Spray will have their healing taken reduced. Acid Spray will explode on statues Medusa has created. CD 14 seconds. 80% scaling. Leveling Priority: Max this first. General Use: Wave clear / Teamfight Damage / Anti-Heal Overview: This is your main source of damage against minion waves, allowing you to hit the entire line if you target the front minion in a wave. Provides good poke potential, as you can hit the minions and do equal damage to enemy gods from the cone spray if they are close and trying to shield themselves from other attacks. Note that the range (45 units) is less than your basic attack range (55); make sure you're close enough to your enemy to connect. Tip: If you want to be safe (positionally), if you poke the enemy with Acid Spray at the same time you hit the minion wave, you can draw some of the minions toward you for a short time, allowing you to clear the melee minions nearer your tower. | |
Medusa quickly slithers forward, damaging enemies she passes through. The first enemy god she encounters causes her to stop before she damages and roots the god hit. CD 15/14.5/14/13.5/13 seconds. 70% scaling. Leveling Priority: Level this last. General Use: Initiation / Escape / Lockdown Overview: Offensively, you can use this to initiate and close the gap, or to catch a damaged, fleeing enemy...and you can do this through the minion wave. Defensively, use it as an escape, but make sure you're not being blocked by an enemy god, or you'll be stopped. Tip: Activate Viper Shot before initiating with Lacerate. After you connect, your shots will be significantly easier to confirm, adding extra damage with Viper's poison effect. | |
Medusa removes her mask, delivering a powerful blast. Enemies take damage and are stunned for 2 seconds if they are looking at her. Enemies not looking at her take 75% damage and are slowed (20/25/30/35/40%) for 3 seconds. Enemies that are killed by her gaze will turn into a stone statue and remain behind. 90 second CD. 100% scaling. Leveling Priority: Level this as it becomes available. General Use: Teamfight Damage / Crowd Control / Long-Range Finisher Overview: Devastating if you catch enemies looking at you when it hits. Somewhat mediocre otherwise. Best to use in combo with your other abilities during a teamfight for burst function, or while being chased to freeze them and make an escape. Secondary, emergency function against anticipated CC. The charge-up makes her immune for a short time, so it can be used (with perfect timing) to counter an ult like Ares' No Escape. Tip: If you know enemies are approaching around a corner, you can preemptively charge Petrify. If you time it correctly, you'll pop into their view just as it activates, giving them very little time to react. |
Some hunters just look to get as many basic hits in as possible, especially when they pack a complete build. This Mary Jane has abilities that enhance or otherwise complement her hotboxing capability.
Her simplest combo with nothing else considered is Viper Shot activation, followed by Lacerate, and then bursting with the actual Viper Shot hits. Late-game when Viper Shot and attack speed is high (and especially with crit items), the burst potential is amazing.
In dangerous situations, you'll usually want to withhold Lacerate to use as a possible escape (or chase if the enemy is on the run). Also, Acid Spray isn't really a boxing ability that you use in combos...save it mostly for waveclear.
Below are some more in-depth combos.
ADC builds (without Transcendence) aim to make Medusa a strong basic-attack ADC in the vein of standard Hunters, with high DPS and strong structure / objective damage potential. Her early game will focus mostly on wave clear and safe poke damage. Her late game is when her power comes fully online, especially when comboing with abilities, to provide huge burst potential against squishy targets.
In Transcendence-based builds, we're often looking to create a hybrid hunter that provides more functionality from her abilities. Trans provides high power and a huge mana pool for ability use. However, it no longer gives any CDR, so you'll want to grab CDR from other items such as Jotunn's Wrath or Fail-Not. These builds may be used for Mid-Lane or Jungle roles, or in any non-Conquest teamfight mode as preferred.
An early-game struggle with a Trans build is that stronger lifesteal (via Asi if you pick it up) comes significantly later than an early Devo's or Asi build, making early health sustain in-lane a challenge.[/list]
However, you make up for this with strong wave-clear and a very healthy mana pool, meaning you won't have any mana issues and can use your abilities without much fear of running out.
So that's it! If you like what I've done and how I try to improve the guide, anyone is welcome to suggest a god for me to work on next...and of course, I have to own them and/or want to play them =P but I'll let you know...
Thanks for reading, and I appreciate any and all comments, suggestions, etc. Feel free to add me/invite me if you want to play!
Brandon / PC IGN: Muffinman17
p.s. No, I'm not a stoner. That's Medusa. And maybe Swagni...but seriously, I'm not (not really), so if you have any suggestions where I can put in more funny references, let me know!!!
Thanks to the following people, for comments and contributing to the improvement of this guide:
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
For me right now, I've mainly been using the meta cowl-crit build w/ Trans. Previously I preferred Gilded Arrow as a starter due to providing the highest late-game DPS, but I just feel that build takes too long to come fully online, and is weaker in the mid-game. With Cowl, it just feels better mid-game, and the upgrade supports other basic attacking teammates (which are common currently). Having Trans has also always been a preference, and the ability to choose either the Envenomed or Malicious DB glyphs gives flexibility for more basic attack or ability focus.
I give several build types based on different starters and with different functions (Qin's or crits typically). I have multiple build examples for both Trans and Devo's (and one without either). All of my builds include a strong pen item, the Qin's builds have generally high AS to support the passive, and the crit builds generally provide reliable crit chance, with the exception being the Arrow + Fail-Not option (but crit chance is supported there with the Ornate upgrade).
I know Odysseus' Bow is a popular item option for ADCs right now, but my consideration for not having that as a build option is for 2 reasons:
Gilded Arrow > Ninja Tabi > Devourer's Gauntlet > The Executioner />/ Qin's Sais > Titan's Bane* > Diamond Arrow > Swap boots for Odysseus' Bow / Toxic Blade / alternative is the best
Titan's can be swapped for Dominance for its mana sustain however you don't get the extra pen on Qin's procs plus the bonus pen is great for your ult and your 2. Also if you got that far without mana sustain, needing it for the last 10 mins of a game is unlikely.
Maybe for Medusa try out Hunter's Cowl, or maybe even Death's Temper but I have no idea if it's actually good, probably isn't because I haven't seen anyone build it ever. However no matter the starter the rest of the build will be the same.
I see Heartseeker in one of your mid, crit builds, why? If anything heartseeker would fit better in ability based builds. E.g. Ninja > Trans > Crusher > Heartseeker > Titans' > O-Bow > Bloodforge.
Also I don't recommend Fail-Not at all right now, even Malice is probably better. Should stick to Rage + DB for crit at the moment.
And why no O-Bow anywhere? Yeah Ichaival has slightly better single target dps, but O-Bow passive offers good AoE shred in any teamfight modes, is cheaper, and has good synergy with Titan's Bane, and the Ichaival Attack speed slow is only situationally useful if you're being dived by AA gods. The AA reduction passive isn't really relevant lategame against the enemy adc, as your primary target isn't the ADC, therefore leaving it's main usefulness against the enemy ADC during laning phase.
Also not sure Phantom pickup even situationally would be necessary as Odin's cage walls can be broken now.
do you think ability based medusa is as good as basic attack based? because everytime i play her i build transcendence, crusher, etc. and it works pretty well, but i want to know your opinion! x
Uh...like usual for me, TL;DR.
So...firstly, context. Do you TRULY mean "ability-based" as in some of my builds that also go into further CDR like Jotunn's/SE? Or do you just mean the build I have listed for the Mid-lane, just considering Transcendence in general? That's important to know how to approach the question.
For now, I'm going to base my bigger response on the standard concept of just going with Trans instead of Devo's in a Conquest match, but for a quicker comment on a more official ability base (with at least 2 CDR items and The Crusher)...I do like her ability-based, but the most I'd generally recommend is hybrid in general, not true ability based with no AS other than say The Crusher. You can pull off full ability in Arena if you want, but past that, with any objectives like towers in other modes, you just lose so much DPS potential and outside of her ult, her only real ability poke potential is only easily connected with minions present. Harder to hit Acid Spray on a moving target, when the spray also relies on how you line up with the enemy and others behind them.
For Conquest, in the respect of considering Transcendence, I will say I've been using mostly the Devo's route in recent games, but that I might change this based on recent experience. Ever since the buff to Asi, I've really liked the Trans route. Never any mana issues, and a bit of CDR is helpful for all of her ability use. But since I've been starting to play Ranked, I've been more concerned with early health sustain, hence going Devo's. But in that early stage, with somewhat low DPS/basic attack damage, the lifesteal isn't all that big either.
The other concern is cost. Trans being 300 gold more really starts pushing me to want to finish Tabi before I complete Trans, and with DPS efficiency, Warrior Tabi would be the better earlier choice. But in general I prefer Ninja Tabi, so if I choose that, I'm going to sacrifice some early damage. All depends on how the match is going early, and how much threat of gank and mobility the enemy has.
Anyway, the strongest aspect I see a Devo's route having right now is that you get the need for power and lifesteal out of just that early item. This allows you, say, if you're Xbal or Cern or Jing, to pick up that early Odysseus' Bow (as people have been doing lately), which means you can just use basics to clear the wave. This then allows you to save all of your abilities for poke and boxing. Cuz Cern, for example, has additional root/CC function in his main wave-clear ability ( Bramble Blast. It's best when you have it available for boxing.
Medusa, though, is different. Again, Acid Spray is best for wave-clear. It's less reliable as a poke/burst ability unless those minions are there, and again, the right angle and distance is needed to confirm that damage. So she's likely going to use the ability for wave clear, meaning she's not as suited to going O-Bow. Her better direction then, IMO, is Trans/Ninja/Asi.
This also frees her up to use Viper Shot more often for regular clear/objective purposes without fear of running out of mana.
So in the end, yeah, I think I like the Trans route conceptually better for Medusa. To help with the lack of early health sustain, a couple extra Health Potions should work okay.
Does this answer your question?
I'd like to ask if you've tried all of them, chosen the right one for the enemy comp, and kept in mind you can build lifesteal sooner if you prefer? Can you link the games?
What is or would be your normal build for her?
None of the above. You likely lack the skill to actually play this game properly.
Instead of saying Branmuffin can not build (I assure you, he knows how to build), how about you ask some constructive questions so he can help improve your Medusa gameplay?
Judging by how you commented, you are probably a troll and will not bother to respond to me.
Anyway, onto mid builds. For the first build, you going with Qins first over Executioner im guessing that you're relying on the other ADC to be a hunter and to get executioner first for Gold Fury/Pyromancer etc... Otherwise I strongly recommend you get executioner first. (Note: Please add objective protection removal as a reason for getting Exe first)
Second Mid build I would ideally get Rage before Executioner, Asi last isn't the best but I don't see another place for it unless you want to delay executioner. Could maybe swap Asi for Bloodforge but that depends if enemy team has thorns/nemian etc....
For the third build you may as well get executioner over titan's bane. In that case I would also swap ninja for warrior tabi.
A ADC build with crit could also be possibly listed. Either (Rage/DB/PS) and/or (PS/WD/DB).
Lastly for the 1st arena build I would get Rage before executioner and for both builds it's better to rush Devourers/Trans first item. Also would swap crusher and jotunns around for second build, especially since you went with Titan's Bane.
Also, upon purchase, Trans at 0 stacks with her at 20 provides 10% CDR, 300 mana, a bit of MP5, and 75 power. I wouldn't say 10% CDR (more ults, Viper Shots, and Lacerates in fights) isn't nice. Stacks are easy to get, but even with 0 stacks, it's very functional. Yes, other options (depending on what you choose 5th) bring different utility, but I just don't see how this cannot be considered. Would like to hear your thoughts.
Changed base ADC build from crits to Qin's/AS/pen. It's the more common build path for her right now, and is also great against objectives.
I've separated into core items (Devo, Tabi, Ichaival (optional bridge), Exe, Qin's) and now provide several options to consider for the last 2 slots. They are all functional and bring different things to the table, though some are more niche/situational (Atalanta, Silverbranch, Trans, etc.).
bad/troll builds. MODERATOR, pls archiveThe guide looks good bran. Have you actually played a game with some of these items? Or is it just theory crafting? For example, i can understand the appeal of Atlanta's bow due to medusas sidewinder. I still dont think silver branch bow is optimal.
And that's a good question about playing a game with these items. No, I haven't, at least not with some of those final items.
That said, I've been doing this for so long, I feel confident that, in most cases, I know if something is going to function pretty well or not. DV-8 and I did mess around in Jungle Practice a bit to get the feel, and I will say that I do have item preferences within the options I provide.
You don't think Silver is optimal (which I can understand, and which I scoffed at HR for making that adjustment, lol), but if you take a step back, consider its stats. It's a bit less for the passive, and more that, 1 to 1 comparison, it's only got 5% less AS than Odysseus' Bow, has 20 or higher power situationally where O-Bow has none, and it has 10 flat pen. Yes, O-Bow offers some nice teamfight function, but against single targets, which one is pretty clearly better? And O-Bow is Meta.
So...of all the options, situationally I like Titan's, O-Bow, Crusher, and Silver. I like Atalanta's more situationally, HS a bit less, and it's a rare situation I'd get BF (I'd definitely consider if there wasn't any anti-heal in sight though). Trans is also nice for the stats it brings, once you've got your core items.
You can trust me or not on this, and I invite you to try out these item options, but I'm confident the stats these items provide are functional, and situationally helpful. It's about choosing the right combo for the right situation.
Against squishier comps, I see the benefits of a bit of added flat pen, and Crusher isn't always the best option.
And this is the specific case I was talking about with Qin's vs. crits. That extra slot really opens things up to a variety of item possibilities. It allows you to go outside the box a bit and get a bit of extra utility out of various items.
Also, phone auto corrected atalanta to atlanta.
Even though it procs Qin's Sais passive more, don't you advocate selling it late game?
So why is Asi bad late game if it procs qin's passive more?
Asi is only really present in the Transcendence builds, correct? I suggest building it anytime you feel like you need the lifesteal, but it's usually present later in the example build. Personally, I love Asi as a crutch after Trans + Tabi, because I always need the health cuz I suck. But I do suggest delaying it if possible, because before you get Qin's, it will always cut into your damage output, due to not having any power.
Of all the bridge items, I feel Asi has always translated very well even into the late game. The lifesteal boost at lower health is very, very nice, as long as you're not getting completely burst by a mage or 3 enemies at once. If that happens, not much is going to save you anyway.
In some instances, I do advocate selling Asi late, at least as an option...but here, with Medusa, I like keeping it in most cases...and my notes don't ever talk about switching it out...at least as far as I know.