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PROS
High Mobility Shreds Enemy Protections Shield/Self Heal Excellent Boxer |
CONS
Ability Dependent (Depending on Build) Locked Down by Hard CC Slightly Mana Hungry (Early Game) Weak Lane Clearing (Early Game) |
Base Stats
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Offensive
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Defensive
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Other
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Note: Numbers in parentheses are the amount gained at each level.
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Nemesis holds the scales of balance. Hitting enemies with Basic Attacks tips the scales in her favor, reducing the target's Physical and Magical power and increasing hers (Stacking). At max stacks, this passive reduces enemy Power by 20% and increases Nemesis' own Physical Power by the same amount.
Nemesis' Passive saw a change in Patch 4.11 that reduced the power gained and the power lost from 6% → 5%
Click Here to see Scales of Fate
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Ability
Passive | |
Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. Nemesis can now use Abilities and Basic Attacks in between her first and second dash. Her second dash still goes on Cooldown after 2 seconds This ability deals a total of 100/160/220/280/340 (+50% of your physical power) damage.
Nemesis’ Swift Vengeance is seeing a large change in how it is used. Before, if you canceled Swift Vengeance before using the second dash, the ability would go on Cooldown and you would lose the second dash. Now when cancelled, Nemesis will have up to 2 seconds to use the Ability again even if other Abilities or Basic Attacks are used. This should allow skilled Nemesis players to get additional damage and control during the 2 second window and will make Nemesis a less predictable.
Click Here to see Swift Vengeance
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Ability
One | |
Nemesis swings her blade, dealing damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and Slowed for 2s. At the center, this ability deals 80/130/180/230/280 (+50% of your physical power) damage. Click Here to see Slice and Dice
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Ability
Two | |
Nemesis activates a temporary Shield around herself that protects her from a set amount of damage, or until time expires. A percentage of incoming damage from gods is healed and reflected back to the source. Hard Crowd Control effects remove the Shield. This ability does not protect Nemesis from being killed by an ability that executes under a health threshold. Click Here to see Retribution
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Ability
Three | |
Nemesis chooses a single enemy god, reducing their Health and Movement Speed and stealing a portion of their Protections for a time period. Her Movement Speed is also increased during this time. Click Here to see Divine Judgement
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Ability
Ultimate |
In my opinion, Nemesis has one of the most effective Combo's in all of SMITE. The combo of Divine Judgement + Slice and Dice + Retribution + Swift Vengeance is a fairly easy Combo to execute with a lot of benefits and killing potential. With the activation of Divine Judgement you will be reducing between 20 to 40% of the enemies HP (Depending on the Skills Level), Gaining +25% Movement Speed and +50% of the enemies Protections for 8 seconds. This will also decrease your enemies Movement Speed for 5 seconds. Next, you will use Slice and Dice, making sure you hit the enemy in the middle of the ability for 2x Damage and an additional slow. From there, the activation of Retribution is a safety precaution to help you box more effectively. Retribution will allow you to reflect a portion of the damage back to the enemy you are engaging on while healing you for a portion of that damage too. Lastly, you will utilize your Basic Attacks and Passive - Scales of Fate to secure the kill. If you need to further chase the enemy use Swift Vengeance to chase them down and secure the kill that way. Note: If building Hydra's Lament, you will want to break up each Ability with a Basic Attack. Changing your Ability Combo to Divine Judgement -> Basic Attack -> Slice and Dice -> Basic Attack -> Retribution -> Basic Attack -> Swift Vengeance Dash #1 -> Basic Attack -> Swift Vengeance Dash #2. |
Difficulty
Easy |
For 1,550 gold I pick up Warrior Tabi to add +40 Physical Power and +18% Movement Speed. I prefer this over Ninja Tabi because I enjoy having the extra bit of Power later in the game rather than Attack Speed. Ninja Tabi can certainly be built and be viable on Nemesis if the surrounding build supports it. |
Item
One | |
Jotunn's Wrath is one of those items that really gives you a bang for your buck. for 2,450 gold I pick up Jotunn's Wrath to add +40 Physical Power, +150 Mana, +10 Physical Penetration and +20% Cooldown Reduction. Getting this item caters to several things on Nemesis. First off, by adding 150 Mana, this will allow you to stay in Lane & curb some of Nemesis' early game frustrations. Next we add a bit of Penetration to really give Slice and Dice some substance to it. Why not add some hurt to your Poke and your Main Lane Clearing Ability. Finally, we see the much needed CDR that Nemesis needs. This will allow you to use your abilities more frequently in particular, your Ultimate Divine Judgement which had its Cooldown increased from 70s at all ranks to 90/85/80/75/70s in Patch 3.17. |
Item
Two | |
Now we're at that stage of the game where it's time to beef up and get back to the ye ole Nemesis roots. I know most of you may know this, but way back in 2014 Nemesis was reclassified from a Warrior to an Assassin. Even though her base stats had been tweaked slightly, she still to this day resembles a Warrior in my opinion. She's a bit beefier than most of the other Assassins which can be very beneficial if built that way. This is why I like to pick up Spirit Robe. For 2,500 gold I pick up Spirit Robe to add +40 Physical Protection, +40 Magical Protection, +10% CDR, +20% CCR and you gain an additional 15% Damage Mitigation for 3s whenever you are hit with a hard Crowd Control Effect. This can only occur once every 15 seconds. I really enjoy this item on Nemesis purely based off of my bruising play-style. I like to be in the fight as much and as long as possible and Spirit Robe really helps you do that with the Protection and CCR. This really caters to those who play Nemesis in that Boxer/Bruiser role. |
Item
Three | |
With the new change to Swift Vengeance, this makes Hydra's Lament a bit more relevant for Nemesis. This will allow her to proc its passive more frequently and effectively. Therefore, for 2,150 gold I pick up Hydra's Lament to add +40 Physical Power and +10% Cooldown Reduction, but that's not the best part. For 8s after using an ability, your next Basic Attack will deal an additional 30% damage additionally, this item grants 2.5 MP5 per 10% of your missing Mana. This give Nemesis more versatility and less predictability while adding more opportunities within her Ability Combo. Ultimately being able to potentially use Slice and Dice twice within the Combo, depending on you CDR of course. By breaking up the Ability Combo explained in the above section with Basic Attacks you can not only effectively use Hydra's Lament, but you can also maximize the damage you are putting out. |
Item
Four | |
This item is pretty much a given in any Ability-Based Build. For 2,300 gold I pick up Titan's Bane to give abilities such as, Divine Judgement and Slice and Dice a bit more of a punch. This will make your damaging abilities have more of an impact in fights allowing you to put some meaningful damage onto tankier characters as well...hint hint Ares. Overall, this is an item that should be a must-have unless the team has no tank presence at all, then it can be foregone for an item like The Crusher. |
Item
Five | |
First of all, I'd like to thank Branmuffin17 for suggesting this item to me. Also, be sure to check out all of his awesome guides! Now, I mean what else is there to say about this item? For 2,400 gold I pick up Heartseeker to add +25 Physical Power, +10 Physical Penetration and +10% Movement Speed. Oh yeah, and did I mention that every successful Basic Attack gives you 1 stack and at 5 stacks, your next ability deals bonus damage equal to 100% of your physical power to the first enemy god hit. You read that correctly, at 5 stacks, your next ability will deal 100% of your physical power to the first enemy god hit. The procs on this item are absolutely insane and the item as a whole really caters to Nemesis' kit by adding Penetration and Movement Speed. |
Item
Six |
Scales of Fate is Nemesis’ passive ability which, upon hitting basic attacks, will steal power from the target’s items that they are using. This Passive allows her to reduce the damage that you do to her while increasing her own and, therefore, makes it important to keep Nemesis as far away from you as possible as she is then unable to utilize this ability appropriately. |
Ability
Passive | |
This is the first ability of Nemesis and this allows her to dash in a line with the potential to then dash again within 2 seconds of first use, unless another ability is used that would then cancel it. The dash will also deal damage to those that are within the range. This ability will be used by an enemy Nemesis to either catch up to enemies, escape or as a finisher. To counter all of these uses, the cripple crowd control should be used as this will disable her dash completely and will probably catch the enemy off guard resulting in them having little knowledge of how to act next. If this has been used effectively it will easily result in her death. A good example of a character that can use a cripple well against her is Poseidon as his Whirlpool won’t only stop her from using her dash but also hinder her escape further by pulling her into the ability. If the enemy Nemesis has used this dash to catch up to you (this may be to engage in combat or to pick off a free kill) it would be great to have another dash or leap. This would mean that the use of her dash has now been pointless and it may leave her out of position, at which point teammates can enter the fight to finish her off. The opposite of countering her catching up would also be effective in stopping her escape, by this I mean using something such as another dash or leap against it although it would be used to follow her in this scenario to bring the enemy to an untimely death. If the enemy Nemesis has used this to finish you off then there are only a few options, one would be to attempt to dodge both hits by predicting the player’s movements or to use an ability that will give you partial immunity such as Nu Wa’s Fire Shards or Aphrodite’s Undying Love. |
Ability
One | |
Nemesis’ second ability is called Slice and Dice and when activated Nemesis will swing her blade toward the area in front of her, dealing damage in a cone-style area with two areas of effect. The outer areas on each side of her slice will be dealt the normal amount of damage for this ability but those caught in the center will be hit for twice the amount of damage and will also suffer from a slow for 2 seconds. This ability will be what the enemy chooses to level first and, therefore, will be their main source of damage and control as the slow rating will increase as the ability is ranked up further. As this ability is typically very easy to hit the best way to counter it would be to avoid the center, if you are able to see where the enemy is facing you should quickly move to the left or right of them to receive a lower amount of damage or use another dash or leap to avoid the completely if you face a dire situation. |
Ability
Two | |
Retribution is the third ability of Nemesis’ which provides the Goddess with a shield that will last 2 seconds, within this time she will protect herself from a set amount of damage (based upon the level of the ability) and within this period of protection Nemesis will heal and reflect damage that would have normally applied to her though it is important to note that hard crowd control will remove this shield. As you may have guessed from the description there is one obvious counter to this ability, hard crowd control, which applies to characters that use such control types as silences, stuns, taunts and banishes. While it’s all good that all hard crowd control will counter her shield some users are better, especially those who deal no damage with the abilities that apply the control onto Nemesis as she will then get literally no value from using her shield, examples would include Eset’ Dispel Magic and Freya’s Banish. Another counter to this ability if you had no form of hard crowd control would be to simply not touch Nemesis while she is using the shield as this also removes value from the ability. |
Ability
Three | |
The ultimate ability of vengeance is Divine Judgement, upon use Nemesis will target an individual enemy and reduce their health and movement speed but will also steal protections for a set amount of time whilst increasing her movement speed. It is important to remember that Nemesis will not simply be able to miss this ability, it will always activate on a target though it may not be the target intended by the Nemesis. This ability allows even the support of the opposing team to become a target so in terms of countering the ability it would be a great idea to protect her target as this, again, removes value from the ability as she will not be able to take advantage of the target losing protections. Another good idea, depending on the composition of the enemy team, would be to group together quickly as this may make the enemy player miss the ability on the desired target though this would not be a good idea if the enemy team had high area damaging characters as it would make more than one member of the team vulnerable. |
Ability
Ultimate |
Ah Muzen Cab is one of, if not the most underwhelming in Smite, largely due to his lack of a true escape. While there are other Hunters in the game without a true escape like Artemis and Skadi, they have Abilities that allow them to sneak out of gritty situations. Ah Muzen Cab is just one of those typical "targets" for Nemesis...an immobile, squishy God. There is no doubt that he has a great deal of damage output, but with 2 Slows and Retribution in Nemesis' arsenal, just get in this Gods face and it will be game over before he knew what hit him. |
Role
Hunter | |
Ah Puch is one of those trickier Gods to face, but nonetheless he still fits our mold of an immobile squishy to a T. There isn't much though when it comes to picking Ah Puch as your primary target if facing him. After he throws his combo of Undead Surge, Fleeting Breath, and Corpse Explosion, that's your prime time to initiate. You can Either dash in with Swift Vengeance or save it for an escape and just get right in his face. This is what occurs with a lot of Mages in Smite...they have high burst potential, but once you are up close and in their face, it is difficult for them to counter you. You just need to be patient on initiating or utilize the Gank. The only issue with Ganking is the enemy usually become aware of it after you've done it a couple of times and will start counter-warding it. |
Role
Mage | |
Anubis is by far, in my opinion, the easiest target you will face. With low base movement speed, no true escape and two abilities that self root...this is simple. The biggest threat you will have going against Anubis is the AOE of Grasping Hands, but that can be countered and reflected with Retribution. There isn't really that much to say about Anubis besides, attack on site. Just be sure to pick up Purification Beads in case he hits you with his Mummify. You can get out quick and chase with Swift Vengeance to finish what you've started. |
Role
Mage | |
Now we move onto Ra. I was on the fence about making him an easy match-up solely because of Solar Blessing, but this can be easily overridden by Nemesis' Kit. If you are following my Personal Standard Build, you'd want to switch out The Crusher and pick-up Brawler's Beat Stick. This will allow you to counter the healing Ra is receiving from Solar Blessing and effectively box. As a side note, if you are boxing with Ra inside Solar Blessing, you should activate Retribution to reflect as much of it as possible. This ability is what makes Nemesis a second to none boxer. |
Role
Mage |
As we move into the Medium Difficulty match-ups you will see a common theme throughout and that is Gods with Immunities and Heals. First up is Aphrodite. She isn't the most difficult God to face, but her kit does have small counters towards Nemesis. First is Kiss...this ability effects you, more than you think, not only does Kiss stun you for 1s, it also creates "jealousy" for Aphrodite's Soul-Mate and increases their damage by 20% at max rank for 5s. Next is Back Off!. This ability effects both Aphrodite and her Soul-Mate. Back Off! will knock you back 25 units away from Aphrodite or her Soul-Mate and slow you by 25% for 2s. Lastly is Aphrodite's Undying Love. While this is active, Aphrodite and her Soul-Mate are invulnerable to all damage for a short duration all Crowd Control effects are also removed when activated. This ability directly counters the effects of Nemesis' Slice and Dice and Divine Judgement for not one God, but 2! |
Role
Mage | |
I honestly should have put Chang'e as a hard match-up, but that's just me letting this little b&%$# get into my head. Chang'e is annoying...period. With her passive Jade Rabbit, Chang'e literally never has to leave the lane and she can keep farming and farming and farming and not to mention her Crescent Moon Dance is on a 5s cooldown and is literally the easiest ability to hit. Oh, and did I mention Moonlit Waltz is an immunity where for each tick of damage from an ability or Basic Attack that was avoided, she restores Mana to herself and her allies? And Moonflower Dance is a heal? Let's not even mention the stun and damage on her Ultimate Waxing Moon. Chang'e is tough to play against, but not impossible. Moonlit Waltz, does have somewhat of a lengthy cooldown...12s at max rank and as Nemesis you do have Retribution so boxing with Chang'e won't be terribly difficult. Just as I mention for Ra, I'd recommend picking-up Brawler's Beat Stick when facing a Chang'e. Though her heal isn't the strongest heal in Smite, it is still something you need to respect. Be careful when initiating, I personally would only Gank a Chang'e due to the low cooldown and potential damage she has on Crescent Moon Dance. It is crucial to shut her down early-game and prevent her from stacking. Force her to back, nullifying Jade Rabbit. |
Role
Mage | |
I have Hel on this list mainly because of Hinder (Dark Stance) and Cleanse (Light Stance). First let's start with Hinder. This ability allows Hel to debuff all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s. At max rank, this ability slows for 40% while debuffing 25 magical Protections. Hinder cannot be avoided or canceled out by the activation of Retribution and really puts Nemesis in a bad position if Swift Vengeance is on cooldown. Next is Cleanse. This ability allows Hel to cleanse all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration. What is there to say about this ability? It is a free Purification Beads in a sense. Just like Aphrodite's Undying Love, Cleanse will completely nullify the slowing effects of Slice and Dice and Divine Judgment. |
Role
Mage | |
Nox is the only God in the Medium section without a "true" immunity...even though Shadow Step can be used as one if Nox dashes into an Allied God. The biggest thing when facing a Nox as Nemesis is Siphon Darkness. This ability from Nox not only does a ton of burst damage, but also, silences. Siphon Darkness can stop Swift Vengeance right in its tracks making it very difficult for Nemesis to initiate and escape on and from Nox. Nox also has a powerful root in Shadow Lock when paired with Siphon Darkness, can do a significant amount of damage to you. The only upside is if you survive the combo, Nox will not have her silence available to prevent you from escaping. |
Role
Mage |
With Path of Flames, up close damage, and the ability to poke you with at Rain Fire range makes Agni a tough opponent to take down. Nemesis' slows will not keep him from using Path of Flames to escape and then using Noxious Fumes and Flame Wave to stun you. In my opinion, Agni is one of those "avoid at all costs" Gods for Nemesis...though he isn't a "hard-counter" to Nemesis his kit does nullify much of Nemesis' kit. There really is no middle ground against Agni. If you're keeping your distance, he'll poke you out and hurt you with Rain Fire. If you get in his face, he'll lock you in position with Noxious Fumes and Flame Wave. There's never an easy match-up against Agni and he should be engaged with extreme caution. |
Role
Mage | |
Well this it it. The biggest direct counter to Nemesis in all of Smite. Ares. Purification Beads can only save you so much when it comes to this guy. If it's not Shackles then it's No Escape...there literally is just no getting away from this guy. I don't know, maybe Ares got dumped by Nemesis back in the day, but his kit is everything you don't want. Well, why not just be a huge buzzkill Ares and your dumb Shackles. This ability allows Ares to extend chains from his shield, doing damage to all enemies in its path. Hitting a god shackles them to Ares, crippling them, preventing movement abilities, dealing the same damage every second while slowing them and buffing Ares. While shackled, Ares can fire another chain for free within 2s, up to 3 chains. If Ares successfully shackles all 3 chains, he can gain up to 45% bonus move speed and deliver a 45% slow. When paired with Searing Flesh there is truly no getting away. Retribution won't save you here and due to the cripple, you won't be able to even active Swift Vengeance...in this case, it's either death or burning your Purification Beads, but once you burn those from this combo, a good Ares will pop up No Escape. and when I say No Escape, I literally mean it at this point. You're toast. For those whom aren't familiar with Ares kit, No Escape Ares throws chains out to all enemy gods in an area around him. All enemies hit by the chains are pulled to Ares after 2.5s, taking damage and are Stunned. This can really go without being said, but don't even initiate on an Ares. Once you are in Shackles, death is almost imminent. Just take my advice and stay away. |
Role
Guardian | |
With Spirit Ball, Dispel Magic and Circle of Protection, I find Eset to be extremely annoying and difficult to face when playing Nemesis. Stun, Silence, Heal...it's overall a pretty tough kit to go against, not to mention, a hell of a lot of damage too. Let's take a look at Spirit Ball. This ability allows Eset to send forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max. range. At any time, Eset can activate the ability to detonate the ball, dealing Magical Damage and Stunning enemies within 10 units, scaling in duration up to 1.5s at max range. Not only does this ability hurt a lot, it also stuns you and is on a flat 10s cooldown at all ranks. Now we move to Dispel Magic. 20% Slow, Magical Protection buff/debuff, and a silence. This ability is a pain and is what makes Eset so difficult to face in my opinion. The silence alone is devastating enough to Swift Vengeance, but the slow makes it a bit worse. At Max rank, the silence on this ability is 2.5s which gives Eset plenty of time to blast you with a Spirit Ball making your day just that much worse. Now it's time for the big one, Circle of Protections. This ability allows Eset to plant her staff at her target location for 5s. Eset and her allies within this radius take less damage. Any damage dealt within the radius charges up the staff. If Eset activates the staff again, it explodes, dealing damage to enemies inside and healing allies. |
Role
Mage | |
Lastly, we move to Poseidon who can be seen compatible to Ares in the dens of his powerful cripple in Whirlpool. Much like Ares Shackles, this ability will prevent Nemesis from using Swift Vengeance leaving her in a vulnerable position. Retribution doesn't really see any value on this situation for the sole reason Release The Kraken! is likely to shortly follow the Whirlpool you are trapped in. Poseidon does have his vulnerabilities in his limited mobility, but with Tidal Surge having a knock-back, this allows Poseidon to keep you at bay while he locks you down with Whirlpool. I don't recommend initiating on Poseidon while Whirlpool and Release The Kraken! are not on cooldown. You will need to be very aware and keep track of Poseidon's abilities and figure out when you have your opening to strike. Just keep in mind that Whirlpool is an incredibly strong cripple that will lock you down allowing Poseidon the opportunity to burst you down. |
Role
Mage |
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2)Are you afraid of picking % pen?
3)Why do you not 'recommend' aa builds for jg?
4)I highly argue that picking bluestone for JG can be the better end due to Nemesis' clear.
3) I wouldnt recommend aa nemesis at all tbh. I know people read her passive and think they have to, but truth is you arent going to be chasing people around basic attacking them the entire time. Nemesis is not kali/baka. If you build full pen nemesis however, your ult hill hit much harder, your two will hit much harder, and youll have more cooldown thanks to jotunns and crusher.
Overall the way to build nemesis is either full pen crit, or full pen qins if you are going to have 1 def item such as spirit robe.
4) I agree with you on the bluestone part. Personally I dont think other junglers need it, so I rush boots 2, but on nemesis her jungle clear is atrocious and she really needs the bluestone.
This is why I suggest Bumba's Mask which causes your Basic Attacks deal +15 True Damage and your Abilities +15% Damage versus Jungle Camps. As the Jungler, you will be spending most of your time clearing Jungle Camps, not lanes, making this item overall more effective. I also, suggest Death's Toll for added sustain when rotating between, Solo, Mid and Duo Lane and poking enemies. Since you will be picking-up the Speed Buff which increases movement speed by 20%, rushing Boots is not a priority.
2) I am not afraid of picking-up % Penetration i.e. Titan's Bane. I do not prioritize Tanks so the need for % Penetration is not a high priority for me. As a side note, % Penetration i.e. Titan's Bane is in fact built in my Conquest Build...*EDIT* and Assault Build...
3) I am assuming "JG" stands for Jungle. I don't not recommend an AA Build as a Jungler, but I feel a bit more safe and effective with Max CDR & a little bit of Protections.
4) Bluestone Pendant causes enemies hit by your Damaging Abilities take an additional 30 Physical Damage over 2s. (Max 2 Stacks). Nemesis really only has two damaging abilities. Slice and Dice and Divine Judgement. I'm not counting Swift Vengeance as a Damage Ability because by the time you level this Ability, Bluestone Pendant is irrelevant in your build. With that being said it is very hard for Nemesis to get those two stacks on Bluestone Pendant becasue she does not have the "multi-hit" abilities like Susano plus one of her Damaging Abilities is an Ultimate. You would almost have to go out of your way to make the Passive count on this item, making it a fairly inefficient starting choice. (There is a couple of prior comments with Deezskills NL talking about this, if you wanted ti reference it)
1) In your personal build, Id recommend having % pen of some kind, preferably titans bane. As it will give you way more consistent dps than heartseaker would.
2) Masamune is really just bad shifter's shield. In your assault build, I dont really see the point in building it. Unless it was old masamune that wasnt updated, but even then masamune kinda sucked lol.
3) I dont think youd have time to sell ich for exe in arena. Id say just buy exe outright, or in nemesis's case titans bane since its better than exe on her.
4) In seige, Id start warrior boots on her outright.
Other than that the guide is solid. Glad you dont have frostbound on her anymore.
First off, I'd like to thank you for your input. I really appreciate any feedback that comes my way.
Now I see your points, but of course I am going to have questions back.
1) How will Titan's Bane give me more consistent dps than Heartseeker? Heartseeker, stacks up to 5 times and your next Ability consumes the stacks and deals bonus Damage equal to 100% of your Physical Power to the first Enemy God hit. Since I am buying this item last, Heartseeker will always a bonus 175 damage, since my Physical Power will no longer be increasing. So, I am just curious on why you feel Titan's Bane will be more consistent besides the item not having to stack. I know you are talking in the grand scheme of things in general, but this build already has 35 Flat Penetration and adding more would render useless in my opinion since, targeting tanks is not my priority in any game-type.
2) I see your point with Masamune and I can agree. I'll have to switch that.
3) You won't have time in most of those game modes to sell Ichaival, but I still like to pick it up because it is cheap and a pretty darn good item to have early on. Also, that build in an AA Build, so I'd prefer to pick-up The Executioner for protection shred.
4) This one really troubles me. I've been thinking about it since you posted your comment. I guess my reasoning for not picking-up Warrior Tabi outright is because I'd like to have some other form of sustain rather than just relying on Retribution. In reality, Warrior Tabi would be finished on my first-back so, I don't see the pressing need to grab them outright, especially with Swift Vengeance.
5) Yes, finally I trashed Frostbound Hammer lol XD!
2)In seige you get 2000 gold. 1550 for boots 3 and the rest on potions. Theres your sustain. Plus youll do more damage in lane, and tbh nemesis doesnt basic attack as much as people think, meaning she doesnt get the most out of deaths toll as a hunter would.
No problem, glad I could be of some help.
Overall, I am not disagreeing with you about Titan's Bane being a good option, I'm just a bit wearing that it adds up to 200 more damage on Divine Judgement based on the mechanics of the actual ability.
As for the outright buying Warrior Tabi in Siege, I'm not going to touch on that anymore...everyone has their own preferences and I respect that.
For organization purposes at the top, if you want to consider re-categorizing, I'd probably put Jotunn's Wrath by itself, and call it "core." I'd also consider moving Void Shield to the "Penetration Items" grouping...but that would leave Shifter's all alone...guess you could add it to "Protection Items" but it's sorta hybrid. I dunno...just thoughts.
Here's where I'd consider adding Heartseeker...I know CDR is her standard build-type, but as an alt to the meta for non-Conq modes, think about something like: Warrior Tabi (or Ninja Tabi), Hide of the Urchin, The Executioner, Qin's Sais, Heartseeker, situational ( The Crusher or another protection item maybe (not necessarily in that order). Could be fun, maybe for Siege/Clash...
As for the anti-healer build, I think getting more than 1 anti-healing item is really going to stunt your damage...you've got 2 items there that provide no power. I'd personally go with Brawler's Beat Stick as the one anti-heal item in most situations. If you're facing a team with 3 basic attackers, and no one else looks to slow them down, I'd consider Witchblade there. But unless I'm looking at 4+ magical gods, I'd probably leave Pestilence to the tanks (unless that's you, lol).
As for starting items...I won't talk about Siege, but in Arena, I probably wouldn't get a starter. I'd just aim for an early Warrior Tabi. In that mode, you've got 5 people hitting the same wave. If you're looking to get any function from basic attacks, you're putting yourself directly in harm's way.
The thing is, I wouldnt recommend exe since usually you ult people in order to catch up to them and then auto attack. Going exe will make your ult hit for 400 something, where titans will be 600 something. Not quite 200, but this is where I was getting the number from, its around that ballpark.
The damage difference in your ult kinda makes her passive a second thought rather than something to be built around. Same thing with Ares, people think AURA AURA AURA, instead of doing the math and realizing Spear of the Magus does more dps than every aura item in the game combined.
For the record, ich is the same dps as jotunns, difference is you lack that initial 1st hit damage and 20% cdr for the 700 gold price difference. So Id never recommend you build ich on nemesis.
Titan's > exe, already covered that one.
And heartseaker is better replaced with pen.
That leaves us with a final build looking like:
Warrior Tabi, Jotunn's Wrath, The Crusher, Titan's Bane, Malice, Deathbringer
or
Warrior Tabi, Jotunn's Wrath The Crusher, Spirit Robe Titan's Bane Qin's Sais
You provide an insane amount of detailed information, I love it. I use your "alternative to personal" build for Nemesis in Arena and it works amazingly!
Reading through your guide, however, I noticed you having some typos in your BB-coding here and there, usually regarding database linking. I've listed them in a spoiler for you so you can find and fix them easily.
Alright, going to keep it at this for now. Man, I would feel sorry for the toad weren't it for him doing it to himself. Reading novels to find those small mistakes is a pain, and very time-consuming.
Anyway, unless The Toad finishes up business around here regarding the grammatical issues, I'll have more for you later... probably... maybe, I don't know, you'll see it when I do.
Feels good to be back! I'm really glad that at least one of the builds works for you! With a lot more text in this bad boy that I would probably have a ton of errors considering I typed most it on a dang tablet haha XD!
Anyways, thanks for going through the trouble of pointing out some of the errors and making them easy to follow! I will work to fix those over the next couple days!
I feel Nemesis only needs Attack Speed items if you want to build her as a Basic Attacker like Deezskills NL and BuffLokiPlease express in their previous comments.
I personally build her focusing on Power, Penetration and CDR. While Attack Speed is nice to have, I feel she excels most as Ability Based because of how frequently Divine Judgement and Slice and Dice are used.
Instead of swapping out a Penetration Item, I would look to replace Heartseeker with The Executioner as the 6th Item and Warrior Tabi with Ninja Tabi once you are Full Build.
This will give you the Attack Speed that you are looking for while keeping the Penetration and part of the Power in the build intact.
I think you might be confusing Nemesis’ Passive with Bellona’s Passive Master of War which upon giving or receiving hits from Basic Attacks, Bellona gains Protections and Movement Speed for 4s (max. 5 stacks).
I am glad this build is working for you!
I have been thinking about The Crusher a lot lately and I am thinking it'll be a good option to fit into the build. My initial thoughts were to keep Hydra's Lament because it does offer me 10% CDR and the Passive works well between the Abilities Combo explained in the Guide. I think I would look to substitute Titan's Bane; I will be getting the same amount Power from both items...+30...but, adding +15 Attack Speed and gaining it's Passive of successfully hitting an enemy god with a Basic Attack will subtract 1s from all your abilities currently on cooldown. This effect can only occur once every 5s, which, will be good on this build because it's Ability driven. As for the Penetration differences of the items...I don't know how the 15 Flat Penetration on The Crusher compares mathematically to the 33% Penetration on Titan's Bane.
Now for the Spirit Robe question. It's always tough deciding between Hide of the Urchin and this. In reality, you are losing I think 25 Protections at the end of the day by picking Spirit Robe, but you do gain a lot more, in terms of CDR and Mitigation at the expense of HP and Mana. I think this item really comes down to personal preference.
Just to kinda wrap this all up...with your suggestions, my final build would probably look a little something like this:
Warrior Tabi
Jotunn's Wrath
Spirit Robe
Hydra's Lament
The Crusher
Heartseeker
With this build at Level 20 you'll have Full CDR, 25 Flat Penetration, 111 Physical Protections and 88 Magical Protections.
Thank you for you comment! I will be sure to use what you suggested in my future games!
My Build:
- Warrior Tabi
- Ichaival, sell for Asi lategame.
- Qin's Sais
- Deathbringer
- Wind Demon or Malice
- Titan's Bane or The Executioner
This build is very bursty on squishies but it also deals alot of damage to tanks because it's Nemesis. I want your thoughts on this build because this is where I had the most succes with. Another thing I wanted to mention is that Death's Toll is a great starter item on Nemesis. This is because Nemesis gets alot of sustain from it because she does alot of basic attacks. I do think that Bluestone Pendant is good on her but getting the second stack can be tough.
Sorry for bad English :)
This is the build (or something close to it) that I have seen A LOT on Nemesis late in S3 and early in S4. I'd say a majority of Nemesis' I face are building towards Attack Speed/Basic Attacks. I chatted with Your text to link here...BuffLokiPlease a little bit about this a few comments down and the honest truth about it is that I've never really built Nemesis focusing on Attack Speed/Basic Attacks.
Now, the build is obviously viable and effective if a majority of players are using it and it is close to the build that SMiTE deems Nemesis' Standard Build Here.
This is a Strategy that is LONG overdue for me to try and I promise I will get around it VERY soon!
Just one item I would consider is Hastened Fatalis in place of Ichaival/ Asi. Since the addition of +10 Penetration on Hastened Fatalis it has seen a lot more usability in builds. Though Asi is a great item, with Retribution, Lifesteal may not be totally beneficial for Nemesis. My last point for Hastened Fatalis is that since we'd building around Basic Attacks, the Stick-to-Enemy aspect that Hastened Fatalis provides in its Passive will really allow you to be a nuisance and stay close to the enemy allowing you to use Swift Vengeance as a quick escape rather than a chase tool.
Now lets move on to Death's Toll! There was a time where I had Death's Toll in my STARTING ITEMS: CONQUEST (JUNGLE): Section, but as my build began to focus more and revolve around Nemesis' Abilities, I decided to swap it out for Bluestone Pendant to give Slice and Dice a bit more of a punch in the Early-Game. I am aware that the only way to get the full use out of Bluestone Pendant is to aim Swift Vengeance right through the enemy which, is a bit aggressive for Nemesis early on.
However, in Siege, I have been using both Death's Toll and Bluestone Pendant together because the starting gold is 2,000. So, I can pick-up both for 1,600 gold, then Boots for 300 gold and then one Health Potion and one Mana Potion to finish off the last 100 gold.
Thank you for your input Deez! It is very appreciated and I will certainly get back to you very soon when I try the build you suggested! :D
As for swapping out Warrior Tabi for Ninja Tabi after full-build is a good idea, only if you build towards Attack Speed, which, you do!
You also mentioned something about selling Ichaival for Stone Cutting Sword. I personally love that entire item tree on Nemesis because of the Movement Speed all the items offer!
I will reply back to this comment on Monday after I have used everything you have suggested! :D
So, I took the weekend to test out the build (or something similar) that you have suggested to me.
I built a little something like this:
Warrior Tabi
Ichaival
Hastened Fatalis
Wind Demon
The Crusher - My new favorite item :D
Deathbringer
Sell Ichaival for The Executioner
I must admit I had a great deal of success with building Nemesis like this, but to be blunt, that style of building Nemesis does not suit my personal Play-Style. I generally have more of a Bruiser Play-Style.
This build is very effective and I do recommend it to people's whose Play-Style caters to it!
Thanks for the input!
Well that raps up this comment, I can see that we both have totally different ways playing Nemesis and both work just fine. I am just more of a burst everything down while you play like a bruiser that stays in fights.
I don't want to or intend to come off as defensive, but I just don't see where this build lacks power, especially with the Procs from Heartseeker and the added Damage on Hydra's Lament's Basic Attack after using an Ability. If you have a suggestion please feel free to share.
I understand with our different play-styles certain builds will fall short for us. Anyways, I really do appreciate you taking the time out to test the build and best of luck with your future Nemesis adventures!
I'm glad you are having success with the build! This build is very much OP in the correct hands and clearly, Nemesis is in safe hands with you behind the wheel XD!
Upvoted.
But, I think that Chalices aren't better than regular potions on Assault (Aside of when you are dying a lot), but that can be your preference.
Also, how do you guys get those ability example videos? It seems that all of them are private!
And again you are correct, all the videos are "unlisted", but if you go to Smite Wiki all the videos should be in the ability descriptions and you can access them from there!
Only question is on your standard choice of Frostbound Hammer. I know you know Nem, but at max rank, Slice and Dice provides up to 50% slow, which is huge...granted it's only for a short period. I do understand the function of Frostbound keeping your enemies close for longer, but in combination with her Swift Vengeance, I think most people feel she doesn't need this item. Almost like it's a crutch, sort of like Hastened Fatalis.
That said, you prefer what you prefer, but have you also considered Heartseeker? I think that would be an extremely functional item...adds base move speed, and the damage boost seems like it would go extremely well with her kit.
Thoughts?
I don't know how in-depth you went into reading the Items Section, but with Hydra's Lament I'd look to go
Divine Judgement -> Basic -> Slice and Dice -> Basic -> Retribution -> Basic
I guess, my question to you is...does the stacking of Heartseeker break when I cast an ability? If it does break, then the build would have to function with either Hydra's Lament or Heartseeker.
You wouldn't get another proc until you built another 5 stacks...which might happen in a teamfight after you used up a combo and got a couple more attacks in...at which point, you might chase with Swift and get another proc. The added damage is nice, but remember also the utility you'll get from the added move speed. Maybe you like the slow from Frost better...and the health is nice to have. Like I said...just an option, but would be curious to have you experiment a few games with it and see what you think.
Thanks for the input Bran!
Warrior Tabi
Soul Eater
Hide of the Urchin
Qin's Sais
Shifter's Shield
Hastened Fatalis
Relics Chosen:
Sundering Spear
Hand of the Gods
I do think Hastened Fatalis should come before Shifter's Shield, but that particular game I was up against some very annoying god's.
I've picked up Hastened Fatalis and Qin's Sais to capitalize on Soul Eater's passive, which heals you for 2% of your maximum health for each basic attack you land, and I feel it really help's with Nemesis' pretty average sustain.
I'm starting to become put off by Hide of the Urchin lately purely because it's a stacking protection. We all have those games where we can't seem to get anything going, but on the other hand... Mantle of Discord has a HUGE price tage! 3,100 gold vs. 2,350 gold.
I've been meaning to try Gladiator's Shield on her, I feel it'll be a solid item in her Core.