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Ne Zha - Time to snowball the jungle

7 1 43,512
by Alblaka updated May 28, 2013

Smite God: Ne Zha

Build Guide Discussion 12 More Guides
Tap Mouse over an item or ability icon for detailed info

Ne Zha Build

Start-Off

Build Item Death's Toll Death's Toll
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Healing Potion Healing Potion
5

Essential core items.

Build Item Warrior Tabi Warrior Tabi
3
Build Item Devourer's Gauntlet Devourer's Gauntlet
3
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
2
Build Item Deathbringer Deathbringer
3
Build Item Rage Rage
3

Last two items should be based upon enemy

Build Item Golden Bow Golden Bow
Build Item Fatalis Fatalis
Build Item Voidblade Voidblade
Build Item The Executioner The Executioner
Build Item Bulwark of Hope Bulwark of Hope
Build Item Frostbound Hammer Frostbound Hammer

Ne Zha's Skill Order

Universe Ring Toss

1 X Y
Universe Ring Toss
2 8 11 12 14

Flaming Spear

2 A B
Flaming Spear
1 3 6 7 10

Armillary Sash

3 B A
Armillary Sash
4 15 16 18 19

Wind Fire Wheels

4 Y X
Wind Fire Wheels
5 9 13 17 20
Universe Ring Toss
2 8 11 12 14

Universe Ring Toss

1 X
Ne Zha throws the Universe Ring, bouncing several times, dealing damage, applying a Physical Protection Debuff for 3s and Slowing by 12.5% for 1s. Each hit also stacks a movement speed buff on Ne Zha for 2s. Subsequent hits on the same target deal 35% less damage and double the Slow's effectiveness.

Ability Type: Line, Slow, Damage
Initial Damage: 80 / 110 / 140 / 170 / 200 (+40% of your Physical Power)
Damage: 75 / 100 / 125 / 150 / 175 (+20% of your Physical Power)
Bounces: 4 / 5 / 6 / 7 / 8
Protections Debuff: 5 / 7 / 9 / 11 / 13 per hit
Movement Speed: 5% per hit
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14s
Flaming Spear
1 3 6 7 10

Flaming Spear

2 A
Ne Zha empowers himself with fighting spirit, igniting his spear for increased Attack Speed and Critical Strike Chance for a short duration. Upon activation, Ne Zha also heals himself based on each stack of his passive ability.

Ability Type: Buff
Attack Speed: 25 / 32.5 / 40 / 47.5 / 55%
Critical Strike Chance: 20%
Duration: 4 / 4.5 / 5 / 5.5 / 6s
Healing: 4 / 6 / 8 / 10 / 12
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 14s
Armillary Sash
4 15 16 18 19

Armillary Sash

3 B
Ne Zha throws out his Armillary Sash hitting the first enemy god in its path. The target is Stunned as Ne Zha yanks himself toward the target, dealing a powerful blow to all enemies in the area as he arrives.

Ability Type: Line, Stun, Damage
Damage: 90 / 140 / 190 / 240 / 290 (+150% of your Physical Power)
Stun: 1s
Range: 70
Radius: 10
Cost: 75
Cooldown: 12s
Wind Fire Wheels
5 9 13 17 20

Wind Fire Wheels

4 Y
Ne Zha dashes forward, gaining bonus Protections for 4s and becoming CC immune. If he hits an enemy god he lifts them into the sky for 4s, unleashing a 3-hit combo. Successfully timed attacks during the combo result in these hits dealing Critical Damage. They are then smashed back to Earth, slightly knocking up and damaging the target and enemies around the landing location. When Ne Zha lands he gains bonus Protections for 5s and dashes back to where he cast this ability.

Ability Type: Dash, Crowd Control, Damage
Damage Per Hit: 23 / 40 / 57 / 74 / 91 (+45% of your Physical Power)
Damage (Initial/Landing): 50 / 105 / 160 / 215 / 270 (65% of your Physical Power)
Protections: 30 / 35 / 40 / 45 / 50
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90 / 85 / 80 / 75 / 70s

Gender Confusion

Ne Zha is a 'he', by lore, background and developer intention.
However, please forgive me and everyone else for occasionally referring to Ne Zha as female, it happens at times...

WTF is... a jungling Ne Zha?!

"But there is no jungle!" - Common SMITE player

In fact, SMITE does have a jungle, through the 'full-time jungler' role of other MOBAs is extremely difficult, given the low exp/gold gain of camps, the large distances, the number of camps and the lack of proper HoG scaling.
HOWEVER, Ne Zha's passive makes her an incredibly powerful camp cleared, to the degree where full-time jungling with her actually will get your MORE exp and gold then the other players.
To show up some values:
If noone else touches the jungle and you dont get any kills or assist, you will be ~25% ahead in gold, compared to your midlaner and maybe 1-2 levels.
If you get some kills and assists along the lanes, you will often end up with TWICE as much gold as your side laners and often reach level 20 before 20:00
Even if teammates steal buffs or you die in an early gank or an enemy is getting fed, you will be able to keep up (in level) whilst still having a slight gold advantage.

What is 'Jungling'?

This shall be a short chapter directed at what jungling actually is, in first place, for those who aren't familiar with the concept:
Generally, you will play 2-1-2 in Smite. This means, two players on left, one good pusher on mid and another two on right. In other MOBAs, however, you often see 1-1-2 1, which means left lane will be a solo player, whilst the 5th player is jungling.

Jungling means he will stay off the lanes, rush from jungle camp to jungle camp, clearing them in record times to gain the same (or more!) exp and gold as his laning teammates.
Jungling gives two large advantages: Firstly, you have a 5th player constantly in the jungle, invisible to the enemy team. This means the enemys must expect ganks at every given time, without any warning or 'MIA call' whatsoever. This is even more of an issue as the jungler will be stacked full of jungle buffs, making him a very powerful player, exspecially early on.
Secondly, one player jungling means there are TWO solo lanes. As everybody knows, solo laning gives more gold and exp then laning with two people. Effectively, this means both the left and the mid laner will be ahead of the enemy team in exp and gold.

Prequesites and potential problems

There are a few noticeable issues with this strategy:
Announce, as early as possible, that you will be jungling.
This means you say it right in the pre-game lobby.
If you feel like your teammates have no clue what this means to them, explain that the left laner will have to play 1on2. Ask him to pick a character who can handle such situations (Hades and Ao are good examples).
Your teammates will try to explain that there is no jungler role in SMITE.
Jungling in SMITE is something you usually don't. This means telling your team you'll do it will get you called troll, n00b and probably some other names. You need to be ready to deal with that.
General META suggests that teams usually get 2-3 buffs early on from their side of the jungle.
This means that, depending on the early-jungling capability of the teams, you will find some buffs empty on your first two jungle trips. This is bad, as it severly reduces the amount of exp and gold you can gain quickly. Ask your teammates on right lane NOT to take the speedbuff, but go for a gold camp instead (gold camp will have respawned by the time you arrive at right lane).
In the first few minutes, you are EXTREMELY prone to ganks. And even later on, a well-placed ward can ruin your day.
One major point of this strategy bases upon deception: If the enemy knows you're jungling, he can easyly gank you. Keep your head low in the first few minutes and try not to be seen or heard at any costs. Later on, check enemy builds to ensure nobody is using wards. If so, buy wards yourselves and clear your dear jungle off those pesky eyes.
This strategy conflicts with the two first golden rules.
The Golden Rules of Gaming dictate:
Rule #1: Don't rely on a stranger in your team, assume him to fail.
Rule #2: Assume the enemy is smart and not going to make any mistakes.
Jungling contradicts those two rules, because you assume your left laner to defend his lane 1on2 (which isn't a given) and you as well rely on your enemies not realizing you're in a vulnerable position right behind their lines.
There's not much that can be done about it at this point.

How to (s)kill with Ne Zha...

  1. PASSIVE - Righteous Spirit


    Blah blah, AoE upon death, blah blah. Doesn't matter, you don't intend to die.
    The more interesting 'passive' of Ne Zha is her attack chain combo. If you keep attacking, her first two strikes are normal. The 3rd one will be 50% slower, but deal 50% more damage. The 4th attack is 100% slower, but deals double damage AND hits as a small AoE. Don't think much about this passive, just whack away at your enemies.


  2. 1 - Universe Ring Toss


    Basicly, this is a quite long-ranged chainlightning. You toss it at something and it will bounce around alot. This ability will be priorized second and is more of a utility tool:
    -It slows enemy it hits for a brief moment.
    -It reduces the hit enemy's armor for a few seconds.
    -It gives you a speedbuff, based upon the number of hits.
    Lob this at somebody you're chasing. Lob this at a minion wave to get a short burst of speed. Lob this at a group of two players to annoy them with a lot of pinball noises and some decent harass damage.
    This is neither a nuke, nor a critical skill, but it can help out in many situations.


  3. 2 - Flaming Spear


    THIS is your butter & bread.
    Activating this self-buff gives you 15% more critical hits and a powerful attackspeed buff. Whenever you engage an enemy that isn't terribly underleveld, activate the buff to vastly increase your damage potential.
    As well use it early and mid game for clearing jungle camps faster.
    Actually, use it whenever it's avaiable and you can melt someone's face, because that's what this skill is meant to do.


  4. 3 - Armillary Sash


    This is a mobility skill and it is no mobility skill.
    This skill throws Ne Zha's Sash as a projectile, pulling you to whatever enemy GOD (does only work on gods, bypasses minions) it hits. Since you can't use it to get OFF an enemy, it's an initiation-only ability and cannot be used for escaping.
    The pull has a small stun attached to it, accordingly you can use it to stop channeled abilities like Arachne's Life Drain (assuming she's not sitting on your head) or Thor's Beserker Barrage.
    Use this as gap-closer on fleeing enemies or to stun potential threats.
    Mastering this skill is important for Ne Zha, as it makes up a core of her ganking potential (you can use it to follow someone who just used a leap/dash to escape).


  5. ULT - Wind Fire Wheels


    This is a dash-styled moved, as well as an initiation, a finisher and an escpae. Actually this versatility is a downside, because it will be on CD very often, simply because you can use it everywhere.
    During your ultimate, you can DOUBLE the damage dealt by clicking the autoattack button whenever Ne Zha is about to slash the enemy, up to three times. Be advised these 'ult crits' are not enhances by Deathbringer's passive.
    If used offensively, make sure you actually hit an enemy. This ultimate can only hit one enemy, but will inflict assured moderate damage to him, with no chance for him or his team to defend. Most often, you will use this on a low health enemy to finish him off. Keep in mind that, after the ult, Ne Zha will jump back to the position he came from, which means you CAN use this for a level 5 towerdive. (But make sure to hit, nothing sucks more then dashing into an enemy tower without hitting something. As well, be advised that you will NOT perform the ultimate, if the first contact with the enemy already kills him (the first strike). He will just die and you will stand next to him.
    Alternatively, you can use this ability to set-up an enemy or delay his escape. There's this nimble guy running off with sprint, still on high health and your allies cant reach him? Drop your ult on him. The ult takes ~3 seconds and will negate most of his Sprint's duration, as well permitting your teammates to get closer. In teamfights, you can use the ult to trap the most dangerous enemy and ensure your teammates got 3 seconds to prepare a devasting burst when he comes back down to the ground.
    As last resort, you can abuse your ult as a simple dash. Given it's good range and small hotbox, you can utilize it to quickly get out of a sticky situation, dodge an ultimate or build distance. This is probably the worst way to use that ult, but it's better then dieing.

How to jungle as Ne Zha, king of the underwoods?

Jungling with Ne Zha is quite straight-forward: Auto-Attack the main minion of a camp. The only reason Ne Zha can jungle, is his powerful passive Auto-Attack combo. You can entirely focus on attacking the main minion, as the two side minions will die by your AoE strikes.
Occasionally, the minions will randomly circle around you, or the main minion may spawn on the side of the camp. In this case, keep hitting him, but realign every 4th strike to hit all minions of the camp, that's what AoEs are for.



First Jungle run


Buy Death's Toll, Hand of the Gods (first rank) and five health potions.
Start at blue. Hit the main minion, drop half the camp with HoG, then chuck a health potion and activate 2. Keep attacking the ogre until it dies.
Move on to the gold camp, clear it by using 2 and normal attacks. As soon as the first health potion wears off, take a second one.
Move on to red buff, by now your health should be back up to ~90%. Throw in your 1 at the middle minion, then activate 2 and start whacking away. Use another potion once the 2nd runs out.
BE CAREFUL: You won't die if you constantly took potions, but you will go to critically low health. Keep an eye on the enemy midlaner, if he throws 1-2 skills through the wall into your camp, you're dead.
Move on to white buff. Since you got red, you're MUCH stronger now and should be able to easyly kill it. Use a 4th potion once the third runs out. Watch the enemy left lane. In case they're currently in their tower, they WILL hear you clearing the jungle camp. This time you won't be on critical health, but if they suddenly invade the jungle you can die easyly. Abort camp if necessary (or set up a 3on2 counter-gank with your left lane).
Now move further into enemy territory. If they didn't clear the orange camp, take it down. Use HoG once it's avaible to reduce the time you spent that far from your own lines.
If the enemies are on lane and nobody is going to respawn and pass by, you can take their gold camp as well.
Callback.


Second Jungle run


If you survived till now, you're through with the hardest part. Namely the first red buff. Buy Warrior Tabi level 1 and fill up on health pots. Move to the right jungle now. Clear the gold camp, orange camp (if avaible) and white camp. If you're level 5 by now (depends on whether you could get both orange camps), check whether you can gank right lane. You should have a level advantage now, which means you got your ult, they don't. Gank the lane, try to kill something, don't get angry if it didn't work.
Proceed to clear red and then blue (if avaible). Use HoG on blue, since you are in potential danger here and want it to be cleared ASAP. (Blue is the highest frequented buff camp.) If the enemy midlaner is out of position or low on health, gank him, otheriwse grab their gold camp.
Callback.


Regular Jungling


By now, the jungle camps are barely a threat to you and clearing them should take little effort if you keep using 1 and 2 (fuelled by blue buffs). If you were quick and didn't gnak more then once, it should be ~ 4:20 by now. Good timing, because the left blue is going to respawn any moment.
Move on to the left jungle and clear all camps again, in any manner you please (it's advised to run from one camp to the next closest, though). Keep drinking health potions to stay on or near max health, in order to be ready to gank at a moment's notice. Do so liberally, ganking left and mid when situations arise.
Callback, start building Devourer's Gloves and proceed on right side. Clear right jungle, gank mid and right, etc.
Just keep jungling this way. Once you got your lifesteal (the gloves), you can stop buying health potions and rely on them to keep you up in health.


Solo'ing the big buffs


Ne Zha is not only a viable jungler and a good ganker, no he can even solo Gold Fury and Fire Giant. For both buffs apply: Ensure enemys didn't notice you (or you will be ganked), try to get orange and red buff before attempting to solo the boss camps, as well ensure you got sufficient mana (or blue). In best case, approach the bosses with all 4 buffs of their respective side and full health.
To solo Gold Fury, wait until you got full gloves and HoG rank 2 (alternatively you can do it with less, but then you will need help from a teammate, which increases the chance of an enemy realizing you're on GF. Which is bad). Just keep whacking the golden thing with 1 and 2, use your HoG once it's on 10% health to finish it off, whilst giving your team an incredible advantage.
My personal speed record is solo GF on 7:20. Usually you should be able to get it by the 10 min mark.
Ne Zha can, as well, solo FG, though this is of course quite difficult early on. On the upside, nobody will exspect you to solo him that early and you don't have to worry about being ganked.
Wait until you have Deathbringer and HoG rank 3. Just drop the FGs health with 1 and 2 like you did to the Gold Fury, finish it with HoG once it reaches 20% health. Congratz, you just got your team the most powerful buff of the game as early as possible.
My record here is solo'ing the FG right as it spawns at the 10 min mark, though if you're not terribly fed, it's all fine if you get it by ~18 min.


Later on...


If the game actually developes into a late game (which is rare if you're doing your job right)... keep jungling and ganking. If you keep jungling, you will keep the incredible gold advantage you already built up. Don't start to lane, push or idle in team standoffs. Jungle or gank. This includes ganking the entire enemy team in that mid lane. Since you should be quite overlevel'd and overgold'd by now, just initiate from behind and whack away at their health bars.
Then drop that tower, return to jungle, keep solo'ing Gold Fury and Fire Giant whenever they are avaible.

VGG - Gank!

Ganking as Ne Zha comes quite natural, given you're an assassin type god. It's your DESTINY to gank and kill people.

I disadvise to gank without your ult being ready, as it's your only reliable tool of escape and a major role in your kit (namely as finisher). This means you shouldn't gank before level 4 at all.

Since your main location factor is jungling, you will usually have good access to two lanes at any given time. Always keep an eye on those two lanes to keep track of the enemys, their positions and their health. If your ult is ready and you see someone on low health outside of his tower, don't hesitate and gank him. Same applies if you see somebody on really low health (aka someone you can kill with your ult alone), even inside of his tower.
You can even gank a lane where the enemy(s) have full health, assuming your lane players are in good shape as well, you have high health, a few buffs and a level advantage.
Try to never gank against a numeral disadvantage and as well don't gank against a CC-heavy god when something that could kill you is nearby (f.e. a Ymir+HeBo lane).

First off, the mentality:
You musn't die. If you die, you will fall behind. You don't want to fall behind as jungler. Don't risk your life to get a kill. The only exception would be using your u lt to towerdive-onehit someone, if you're confident in your aim.
As well, don't hesitate to kill. You're the jungler, the ganker and a carry. As egoistic as it sounds, you get strict priority when it comes to kills. Don't wait for your allies to kill the enemy, just do it yourself. Don't hesitate to risk 'wasting your ult' on somebody who would gonna die eitherway.

Second off, the goal:
Killing an or multiple enemies. This is a primary goal. But just ganking them is a goal in itself, as it will often leave them on low health, forced to do a callback. This gives your teammates lane superiority.

Third off, the action:
Generally, you should initiate the gank, unless the lane has a powerful initiatior (like Ymir, Sobek or Hades). Announce your gank with VSG* (replace * with 1, 2, or 3, depending on the lane). If you want your teammate to initiate, add a VAA and/or ping the enemy. Often they will get the hint and move in.
Whatever the case, do NOT initiate with your 3. Often you can simply walk up behind enemies without much retaliation, no need to waste your only mobility tool. Just get close, then unload your 2 on somebodys back. In many cases you will get a kill before the enemy even retaliated.
In case they DID notice you, drop your 1 on your target, in order to get a speedboost. Close in, launch 2, whack away. Often they will now drop escapes or CC+running, maybe sprint or a safe recall.
NOW it's the time to use your 3. Pick the weakest enemy, pull yourself towards him, keep attacking.
If there's an enemy in range and on low health, but you don't think you can kill him with autoattacks (f.e. because he's springting away), don't hesitate using your ult to secure the kill.
As well, be aware of counter-ganks. If the enemy suddenly starts focusing you and you're in danger of dieing, consider using your ultimate to simply dash off, leaving them to your lanemates. There is no shame in trying, only in dieing.



Regardless of how the gank turned out, disappear into the jungle again. If your health permits, keep clearing the remaining camps of this side, then recall (or gank again?). If you're critically low, just callback on the spot and leave the jungle as it is, you can afford it (even more so if you got a kill out of the gank).

NEVER stay on lane longer then necessary. Don't "wait for the enemy to make a wrong move so I can kill him" for 2 minutes in front of his tower. Don't "wait for that minionwave so we can push the tower". Gank the lane, maybe damage a tower if your minions are there already, otherwise go back into the jungle.

Teamfight and Late Game

If you arrived in Late Game... well, either you screwed up, your team screwed up or the enemys are one of those few that won't surrender easyly.
By the time teamfights regulary occur, you should already be (close to) level 20, with a noticeably gold advantage and hopefully fed.
For now, focus on getting every Gold Fury and Fire Giant. This is your primary lategame objective.

Keep roaming the jungle, clearing buffcamps (by now without using any skills) and gank whenever you see a single enemy (or a weakened one nearby a teammate) or any opportunity at all. As an lategame assassin, you can often drop enemies with your first four attacks. If an enemy is underlevel'd and a squishie, you may even drop him WITH THE FIRST CRIT (which may very well be your first autoattack on him whatsoever). Utilize that incredibly potential and kill anything that doesn't stick with it's team.

If everyone is bunched up for a teamfight, consider your situation:
-Are you quite ahead of the enemy team?
-Does the enemy team lack CC?
-Doesn't your team have a better initiator?
If any of the questions apply, gank the entire enemy team, preferably from behind. Focus on taking down whatever vulnerable target they have in their back. Usually you should be able to drop that carry or mage who doesn't have an escape faster then they can react.
Depending on the enemy's team reaction, proceed:
If they didn't notice you (and that does actually happen at times), kill the next target.
If they DID notice you and now turn around to focus you, consider whether you can outdamage their entire team (which is viable if you got Golden Bow already. That AoE splash kills). If you don't think you'll succeed, check whether your team is engaging by now. If they are, STAY IN THE FIGHT. Preferably use your ult to get yourself a safe position for the next three seconds, whilst your team steamrolls the distracted enemy. If you die now, it's fine. Yes, at this point you're free to die, because you did your job: You killed a target and are in the midst of a teamfight. If you die now, your passive will cast a powerful AoE (equal to a supportive ultimate) across the entire teamfight. Your team must be really bad not to win the fight in your AoE.
In case your team didn't engage at all, try to escape, by means of your ultimate, your 1's speedboost or whatever mean you may find. Often this won't work, but whenever you manage to kill somebody out of his whole team and escape sagely, you will feel awesome.
Ne Zha's teamfighting potential skyrockets, if he joins a teamfight that is already running. If your team (or theirs) got a noteable initiator (Odin, Hades), wait until the fight starts, then approach from behind and kill stuff whilst everybody is fighting. Focus groups of enemys close to each other, given your AoE will deal loads of damage to all of them (exspecially applies if you have Golden Bow).



Another terrible realization for the enemy team: If you are level 20, got Rage, red, orange and Fire Giant buff, as well as full health... you can solo towers. It is entirely possible to solo down a tower from 100 to 0 within 10 seconds. However, the last time I did this I finished the tower with 50 hp, probably not the best situation.
If you're in this lategame and see a unguarded tower on 50% health, don't hesitate. Don't wait for minions, just run in, pop your 2 (for the attackspeed) and whack away.
This trick works with birds as well, though here you should definitely only attack those with 50% or less hp.
If you see a tower under attack by minions, even if an enemy god is near (who musn't have CC), kill the tower as well.

Be wary of the Minotaur, however. As of recently, Lifesteal and Critical Hits do NOT work against Minotaur's anymore. This means you can neither heal whilst attacking nor will you do your full damage (without crits, this build's DPS drops to 40%).
Wait for minions, preferably for your team, watch the enemy team. Or just wipe the entire enemy team and drop all birds for a minion-based auto-win.

Item Discussion

Starting with Hand of the Gods is a must, not only because of it's early jungling capability, but as well because of the objective-securing on high ranks. Since Ne Zha got no innate sustain, you will need the 5 health pots as well.
Leaves you with 1000 gold for your first item.
Given you need early offensive capability, you will need either Warrior Tabi or Death's Toll. The sustain of latter one is HIGHLY noticeable in the jungle (effectively increasing your hp regen from 10 to 15 per second (10 from potion, 5 from one autoattack per second). Accordingly, I STRONGLY recommend starting out with Death's Toll.
As next item, we obviously need boots. Again, you need damage and that rank 3 penetration early on, accordingly I would insist on getting Warrior Tabi next. The only other viable choice would be Boots of Celerity eitherway.
As third item, you need lifesteal, for both jungle sustain (that isn't reliant on health potions) and duelling capabilities. There's no reason for you not to use them, so I suggest taking Devourer's Gloves. Alternatives would be Soul Eater or Eye of Retaliation, in my oppinion Devourer's simply outdoes both of them (Soul Eater is simply weaker, whilst Eye's passive is useless to a squishy assassin).
Next up is a core item of any DPS build, even more so a crit-reliant one like Ne Zha (due to her 15% crit bonus during her 2): Deathbrigner
If you feel like you need more whoomp early on, you might get Deathbringer before Devourer's Gloves, though I advise against that (as you can't solo Gold Fury well without lifesteal).
Next up, it's all about maximizing your damage. Rage will turn your attacks from "occasionally spiking crits" into "constant stream of crits" and make your attacks MUCH more reliable for yourself and more lethal for the enemy.
Golden Bow synergizes well with Ne Zha's playstyle and gives you a great boost to jungling and teamfighting capability. Now you can nuke multiple nearby persons at once. Additionall you should now be able to onehit jungle camps (at the very least the gold camps), by critting the middle main minion.
Lastly, you need something to replace Death's Toll. I found Fatalis to be a VERY powerful item at this point. Together with the other items and your 2, it will grant you ~ 2.6 Attackspeed, which is just over the cap and accordingly will 'max out' your critting DPS. Previously, you could melt an enemy with four autoattacks. Now you do the same... in under two seconds. The speedboost of Fatalis is nice for your roaming, too.

Golden Bow and Fatalis are items that aren't strictly necessary for the build and could be replaced with others. F.e. you could take Eye of Retaliation instead of the Bow in order to improve your 1on1 capacity. Or grab a Voidblade to punch throug those bruisers. Eventually even get a true defensive item to increase your survival chances.
Against tank-heavy teams, getting The Executioner over Fatalis is a good idea.

It's up to you and your playstyle (and probably the enemy team composition) to figure out which items suit you best.

Second ability?

One slot is reserved by Hand of the Gods, but what about the second ability slot?
I would dare to claim it's all about preference and the enemy team composition.

If they have a lot of CC, get Purification Beads.
If they got burst ultimates, get Aegis Shield.
If they field chasing ultimates or you need more mobility, get Sprint.
If you want to troll an enemy team without CC, get Safe Recall.

All of these abilities have their reasons and it's up to you when you get which ability and when you spend money upgrading it.

Summary

With this build, you can overthrow the generic meta of SMITE by playing a successfull and self-sustaining jungler role, with a lot of roaming and ganking potential.

Pro


- Unless thigns go downhill, you will be at or above mid-laner level.
- You will usually have a lot more gold then any other player (aka = better items). It's not unusual to have 2-3 times as much gold as the enemy support/tank.
- You will be an incredibly lethal enemy, capable of melting anyone in melee range with barely a chance of survival.
- You will have a (hopefully) overleveld left laner due to his solo farming.
- You will constantly roam the map and provide a lot of ganks wherever necessary, helping out your team as whole.
- Your team will get every Gold Fury and Fire Giant without the need to send a whole team to get it.
- The enemy team will be denied any of the jungle buffs. If you have them, they can't have them
- If just a few enemies die early on to your ganks, you will experience the hardest snowball effect you've ever seen. (As I've said, FG on 10:20.)

Con


- You are highly vulnerable during the first ~3 minutes of the game (till you get your ult).
- As any assassin/squishy, you are prone to Crowd Control, exspecialyl those that prevent you from being able to melee your enemy.
- You lack any defensive ability and your only escape is your ultimate.
- Your team will be starved of all the jungle buffs, given you need all of them pre 15 min.
- Usually the enemy team will surrender long before you see those nice 1400er crits.


Overall, I would dare to call this build "viable, but experimental". For every of the large advantages there's a noteable disadvantage. I've played this strategy in quite a few games, but since I don't play Ranked, I cannot tell whether this build still works on competitive levels.
In any case it's a refreshingly different way from playing all-day-laning and if you got Ne Zha, you should give it a try.

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1
JararoNatsu (51) | May 30, 2013 2:37pm
Ok, I'm glad to see a guide with a lot of information. However, this is a HUGE wall of text. Add some colors, some pictures, and do so especially around the most important information.

A snowball build generally tends to involve items that have stack abilities, in Ne Zha's case it would be items like Heartseeker and Devourer's Gloves. Maybe even Transcendence if you build that way. This is not a snowball build, despite the gloves being in there.

I would recommend Titan's Bane, because an assassin with physical penetration is deadly and terrifying. Also, most of the end-game items you suggested just... don't work. Mainly... all except the third and fourth. I would build Ne Zha similar to Loki: Warrior Tabi, The Executioner, Deathbringer, Titan's Bane, Rage, Voidblade. Throw the Gloves in there if you want some lifesteal.

Hope this helps. I didn't read the guide because... wall of text.

Keep up the good work.
1
Alblaka | May 30, 2013 2:20pm
I'm currently evaluating whether and how it could be viable to use the new Jumba Mask jungler item.
Experimental start items: Jumba Mask, Potion of Physical Power, Hand of Gods, 2 Health Potions.
1
Alblaka | May 28, 2013 3:40pm
1Step2Close wrote:

Tha fatalis should be switched out for a voidblade because the extra attack speed is not necessary and the void blade will become more beneficial in the long run, an execution in my opinion would be better to have then the golden bow because of the penetration that it gives against tanks, and personally if they have a large amount of magic damage I would get a bulwark of hope Over the rage, rage is good damage potentially but the added protection from bulwark and the extra health is In my opinion a stronger choice.


Hmmm, I see your points.
And of course, one needs to be viable in one's build in order to counter-build the enemy. As I've mentioned, the last two items are pretty much free to chose.

Voidblade is a fair pick on any Assassin, but I don't see the reasoning for it on Ne Zha. Voidblade gives some physical protection, but not enough to compensate for the amount of damage you will take when you're out of my place either way. The penetration aura isn't great either, given it would require you to stay nearby enemies as long as possible to fully utilize it's penetration. This counts double if your team's bruiser/carry/tank is building one as well.

Though yes, Executioner sounds like a good idea against a tank-heavy enemy team and would probably replace Fatalis very well.

Bulwarak against a mage-heavy team could save lives as well, though in most cases I would personally prefer offense over defense against mages, as magic damage is the easiest to avoid in first place.

Even though, you really shouldn't switch out Rage, it's a core item for a full-critting build. Unless you build Brawler's Beatstick and Golden Bow to compensate, a build that is too situational (because of BB) in my oppinion.


Thanks for the feedback, in any case.
1
1Step2Close (3) | May 28, 2013 10:38am
Tha fatalis should be switched out for a voidblade because the extra attack speed is not necessary and the void blade will become more beneficial in the long run, an execution in my opinion would be better to have then the golden bow because of the penetration that it gives against tanks, and personally if they have a large amount of magic damage I would get a bulwark of hope Over the rage, rage is good damage potentially but the added protection from bulwark and the extra health is In my opinion a stronger choice.
1
zukn (1) | May 16, 2013 5:08pm
Excellent guide! I recently purchased the god pack and i've looked for a different job than laning all the time in conquest. I'll give this a try, i'm sure it'll work perfectly!
1
Alblaka | May 10, 2013 10:06am

I never really felt the need for hog on Ne Zha my self, usually start "jungling" from lvl 4 when I play him. Then all I need is my one health pot and Death's Toll to sustain through the jungle.
If you are playing with good players and go full jungle you will only be ahead in gold btw, not exp (because jungling gives you more gold, but less exp than sololaning). The reason for not going full jungle is that you steal some of your teammates gold and exp by doing it and leaves them behind of the enemy team. That way the enemy team only needs to focus a little on physical protection and it should be gg for them.
Doing the enemy jungle on the other hand is a really good way to give you and your team the upper hand and leaving the enemy team behind in both exp and gold. Of course you can take your jungle if no one else clears it, but doing the entire jungle every time it spawns can really hurt your team if they are getting behind on gold and exp compared to the enemy team.

A very good written guide, keep up the good work! =) +1

Ps godpack ftw


Of course, you effectively deprive your team of jungle buffs. But on the other hand you do same to the enemy and in the end this game focusses on making you the carry of your team. Don't forget that you'll have a total of 3 persons who will be 'advanced' even in a game with zero kills overall (jungler, midlaner, left laner).
Lastly, you DO get more exp then a midlaner, if you get all jungle camps. Yes, technically the camps give more gold and less exp, but later on you can clear 2-3 camps in the time where a lane clears 1 minion wave.

As I've said, it's sort of gamble strategy, consisting of positive and negative aspects.

Thanks for the useful feedback.
1
BestMinionEver (69) | May 10, 2013 8:48am
You just click a god in the match lobby, then you can rent for like 100 favor i think ;)

but you only got it for one match
1
RazeMage (58) | May 10, 2013 8:24am
Very good guide, but Wall Of Text. Some people will not read it.
Anyway, I just don't like Golden Bow, this will make her passive less useful somehow. I like to change it to brawler's beat stick or soul eater for more life steal

I have a question (stupid one) how to rent a god? I know I already bought God Packs but I need to rent to help my friend.
1
SmokedOutGamer (1) | May 10, 2013 7:38am
Alblaka wrote:


You're welcome. Aaaand welcome to Smitefire, as well.

Btw, there is no need to BUY gods, you can actually play fine just with renting them (as long as you don't want to get skins).


Thanks. I used favor to purchase my god. Relax jack. It gives me motivation and incentive. I would never dump favor on rental.
1
BestMinionEver (69) | May 10, 2013 6:14am
I never really felt the need for hog on Ne Zha my self, usually start "jungling" from lvl 4 when I play him. Then all I need is my one health pot and Death's Toll to sustain through the jungle.
If you are playing with good players and go full jungle you will only be ahead in gold btw, not exp (because jungling gives you more gold, but less exp than sololaning). The reason for not going full jungle is that you steal some of your teammates gold and exp by doing it and leaves them behind of the enemy team. That way the enemy team only needs to focus a little on physical protection and it should be gg for them.
Doing the enemy jungle on the other hand is a really good way to give you and your team the upper hand and leaving the enemy team behind in both exp and gold. Of course you can take your jungle if no one else clears it, but doing the entire jungle every time it spawns can really hurt your team if they are getting behind on gold and exp compared to the enemy team.

A very good written guide, keep up the good work! =) +1

Ps godpack ftw
1
Alblaka | May 10, 2013 3:39am

Now THAT is what I call a guide. Well done, man! You wrote clear in depth details and covered multiple subjects. Take notes guide creators. I signed up to post this comment and will now be active on the community also! I just purchased this god a few days ago and have not given him a go yet on a non practice game. What timing. Thanks for this.


You're welcome. Aaaand welcome to Smitefire, as well.

Btw, there is no need to BUY gods, you can actually play fine just with renting them (as long as you don't want to get skins).
1
SmokedOutGamer (1) | May 9, 2013 6:23pm
Now THAT is what I call a guide. Well done, man! You wrote clear in depth details and covered multiple subjects. Take notes guide creators. I signed up to post this comment and will now be active on the community also! I just purchased this god a few days ago and have not given him a go yet on a non practice game. What timing. Thanks for this.
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