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Tap each threat level to view Susano’s threats
Susano is a god that requires a lot of mechanical skill and understanding of how to engage and disengage from fights. In order to play him correctly you must first learn how to “Auto Attack Cancel” this can be done easily by setting your 1 and 3 ability to either Instant Cast or Quick Cast. Between each use of the ability hold down left click to attack and try to do this as quickly as possible for maximum damage output. Typically on susano if I am ganking I will initiate with a blink then immediately use my ult, followed by a 2 to pull them back in, then I use my 1 with auto attack cancels. After that I use my 3 and auto attack cancel with that. Be careful of using the 3 however because it is now your only escape after using your whole kit. Only teleport to the target if it’s a guaranteed kill or not a risky play. Other than that playing around your cooldowns is incredibly important. After you’ve used all of your abilities you should try to disengage from the fight and wait until they are back up again before reengaging
In SMITE, Susano is a powerful assassin god with a range of abilities that make him a versatile and deadly character on the battlefield. Here are his abilities:
Storm Kata:
First Strike: Susano swings his sword, dealing damage to all enemies in front of him.
Second Strike: After a short delay, Susano swings his sword again, dealing damage to all enemies in a cone in front of him.
Third Strike: Susano dashes forward, dealing damage to all enemies in his path. He can dash again if he hits an enemy with his first or second strike.
Wind Siphon:
Susano summons a whirlwind at a target location that pulls enemies towards the center and deals damage.
Jet Stream:
Susano sends forward a gust of air that damages enemies in its path. If the gust hits an enemy, Susano can reactivate the ability to teleport to the gust's location. If Susano teleports, the ability goes on a reduced cooldown.
Typhoon (Ultimate):
Susano summons a massive storm that grows in size as he channels it. When fully charged, Susano releases the storm, dealing damage and knocking up all enemies in its path.
Gathering Storm (Passive):
Every time Susano successfully hits an enemy with an ability, he gains a stack of movement speed. At 4 stacks, his next basic attack will cause a jet stream of air to deal additional damage.
These abilities make Susano highly mobile, capable of dealing significant damage and disrupting enemy formations.
Bumbas Hammer:
This item is going to be our starter item of choice. It’s not only excellent for sustain in the early game but when you upgrade it, it synergies very well with Susano since he is a god that really takes advantage of auto attack cancelling.
Jotunn’s Vigor:
We then go into this item because it is a great stat stick. It gives us 20% cooldown which is very important on susano because he is one of the most ability oriented assassins in the game
Hydra’s Lament:
Hydras is another item similar to bumbas which is going to complement the auto attack cancelling as well. This item also gives some power and an additional 10% cooldown which brings us to the cooldown cap of 40%
Brawler’ Beatstick:
This is an item that may seem situational however since the recent Transcendence nerf it is necessary for the flat pen which we are lacking without this item. If you were to replace an item this would be the one to replace. (Check the optional items for replacement possibilities).
Serrated Edge:
This item is going to give us some lifesteal which helps a little with sustain paired with the Jotunn’s glyph. The most important part of this item however is the %Pen that it gives. It gives us 20% Penetration which brings us to 30%
Heartseeker:
Rounding out the build we have Heartseeker. This item is just a great item for ability based assassins because of the passive. This item also gives us another 10% Penetration which gives us the maximum amount of 40% Penetration.
Playing Susano in SMITE comes with various advantages and disadvantages, reflecting his high-risk, high-reward playstyle. Here are some key pros and cons:
Pros:
High Mobility:
Susano's abilities, especially "Storm Kata" and "Jet Stream," provide excellent mobility, allowing him to engage, disengage, and reposition effectively in battles.
High Burst Damage:
His abilities, particularly when combined, can deal significant burst damage, making him lethal against squishy targets like mages and hunters.
Good Crowd Control:
Susano's "Wind Siphon" and "Typhoon" provide strong crowd control, with pulls and knock-ups that can disrupt enemy teams and set up kills.
Versatile Combat:
His skillset allows for both initiation and follow-up in team fights. He can dive the backline, pick off isolated targets, and escape or reposition quickly.
Strong Late Game:
With proper itemization and skill usage, Susano can scale well into the late game, becoming a significant threat to the enemy team.
Cons:
High Skill Ceiling:
Susano requires precise timing and positioning to maximize his effectiveness. His abilities need to be chained correctly, making him difficult to master.
Squishy:
As an assassin, Susano is inherently fragile. He can be easily focused and killed if caught out of position or if his abilities are on cooldown.
Vulnerable to Crowd Control:
Despite his mobility, Susano is susceptible to crowd control effects. If he gets stunned or rooted, he can be burst down quickly.
Mana Hungry:
His abilities can be mana-intensive, especially in the early game. Poor mana management can leave him unable to engage or escape effectively.
Reliant on Abilities:
Susano's damage output heavily relies on his abilities. If they are on cooldown, his basic attacks alone are not as effective compared to other assassins.
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See you've been posting some builds, thanks for contributing!
Have a couple of comments:
I would also like to know how to add icons for abilities and items as it could help make builds easier to understand and visually more appealing.
As for the optional items I will change it to make sure people know when and what to replace.
Lastly for the abilities I know it’s common to go with the 3 and the 1 first. However, I believe you have a much higher kill potential with the 1 & 2. The reason for this is the pull. If you chose to gank the duo lane the pull is going to be incredibly useful at bringing enemies back to your teammates. This can setup potential CC chains with the support and almost ensure kills early game. Also any god without a getaway is almost a free kill. Take ares for example. I see much more value in being able to pull him back into your teammates rather than using your 3 to teleport to him. Even fighting in the mid lane id rather my pull at level 2 especially with potential mid laner burst damage. Between support, adc, and mid it’s likely there will be a god that doesn’t have a getaway ability or one that won’t work against the pull (chiron, nut, danza, skadi etc.) You can make an argument for starting 3 then going 2 but I prefer the 1 for the dash just in case.
Jet Stream
For the icons you can control the size. You can do that with god names, god abilities, and items...anything present in the database here.
Understood and thanks for the explanation on the initial leveling order, and of course it makes sense for ganks. How often are you finding that you're going to duo lane that early rather than just sticking around mid and getting all those camps? Either way, I guess it's generally obvious you just prefer the 2 at level 2 which isn't strange, just good to get individual perspective. Thanks =)
I’m a frequent duo lane ganker in the early game. I find that if you head there right after clearing the initial camps you can usually get back and clear the mids by the GF since most mid/junglers with pressure go to the FG camps side since it’s closer. It’s worth if you can get a kill if not you don’t fall too far behind. I just like the 2 for my aggressive play style!