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NEW Susano Build

4 0 8,148
by iSeraph updated May 29, 2024

Smite God: Susano

Build Guide Discussion 4 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Starter Items

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2

Full Build

Build Item Bumba's Hammer Bumba's Hammer
Build Item Jotunn's Vigor Jotunn's Vigor
Build Item Hydra's Lament Hydra's Lament
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Serrated Edge Serrated Edge
Build Item Heartseeker Heartseeker

Susano's Skill Order

Storm Kata

1 X Y
Storm Kata
1 4 6 7 9

Wind Siphon

2 A B
Wind Siphon
2 15 16 18 19

Jet Stream

3 B A
Jet Stream
3 8 11 12 14

Typhoon

4 Y X
Typhoon
5 10 13 17 20
Storm Kata
1 4 6 7 9

Storm Kata

1 X
Susano moves three times in quick succession; after each attack he has up to 3s to fire the next one.

First Attack: 100% Damage to all Enemies in a cone.

Second Attack: 100% Damage to all Enemies in a circle.

Third Attack: 50% Damage while Dashing forward.

Ability Type: Dash Special
Damage per Hit: 40 / 65 / 90 / 115 / 140 (+50% of your Physical Power)
Damage (Max): 100 / 163 / 225 / 288 / 350 (+138% of your Physical Power)
Range: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15 / 14 / 13 / 12s
Wind Siphon
2 15 16 18 19

Wind Siphon

2 A
Susano commands the winds to blow, dealing damage in a cone in front of him.

Enemies in the center of the attack are pulled toward him.

Ability Type: Cone
Damage: 80 / 110 / 140 / 170 / 200 (+70% of your Physical Power)
Radius: 35
Cost: 80 / 75 / 70 / 65 / 60
Cooldown: 16s
Jet Stream
3 8 11 12 14

Jet Stream

3 B
Susano throws forward a gust of air which creates a whirlwind, dealing damage every 0.75s for 3s. He may activate this ability again to teleport to the whirlwind.

If the initial gust hits an Enemy, the whirlwind surrounds and travels with them, and teleporting to the Enemy reduces this cooldown to 10s.

Ability Type: Projectile Special
Damage Per Tick: 25 / 35 / 45 / 55 / 65 (+20% of your Physical Power)
Damage (Max): 100 / 140 / 180 / 220 / 260 (+100% of your Physical Power)
Range: 45
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 16s
Typhoon
5 10 13 17 20

Typhoon

4 Y
Susano summons a hurricane at his location, creating a Vortex that drags enemies towards the center while growing to up to twice its size, increasing the damage as it grows. Upon reaching full size, the storm is launched in the direction he is facing, knocking up opponents in its path. Susano may re-activate this ability early to fire the storm at its current size for reduced damage. If fired at less than half of its maximum size, he also foregoes the knock-up.

Ability Type: Line
Max Damage: 235 / 300 / 365 / 430 / 495 (+115% of your Physical Power)
Range: 70
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 100s

Susano Threats

Tap each threat level to view Susano’s threats

Max
2
Major
4
Even
0
Minor
0
Tiny
0

Extended Build

Optional Items

Build Item Blackthorn Hammer Blackthorn Hammer
Build Item Transcendence Transcendence
Build Item Spirit Robe Spirit Robe

How To Play Susano

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

Abilities

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.

Items

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.

Pros/Cons

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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3
Branmuffin17 (400) | May 30, 2024 11:42am
Hey iSeraph,

See you've been posting some builds, thanks for contributing!

Have a couple of comments:
  • Optional Items: You have Blackthorn Hammer, Transcendence, and Spirit Robe listed as options. You mention that of all the items in your standard build, Brawler's Beat Stick is the one you'd most likely replace (e.g. if you don't really need anti-heal). Blackthorn and Spirit both have 10% CDR, and as I assume Bumba's, Jotunn's and Hydra's are all core items, you're facing some build inefficiency if you get more items with CDR in place of BBS. Are there any other items you would then suggest, or do you not consider this to be much of an issue? And...if you were to pick up an item like Spirit, it would be good if you could identify where in the build would be best. (Alternatively, if you're going Spirit would you then also consider Mantle for that passive stun, or Magi's for the CC immunity?)

  • In initial skill leveling, this might be nitpicky, but would you consider leveling Jet Stream at 2 instead of Wind Siphon? Slightly higher base damage (at max), significantly lower mana cost (though probably doesn't matter that much). How often are you in a situation where the Siphon pull will be useful for a gank at that level 2 stage? I also typically see people going 3 then 1 then 2.

  • When to upgrade: It might help newer players especially if you advise when to upgrade Jotunn's Wrath to Jotunn's Vigor (and also Bumba's Dagger to Bumba's Hammer).

  • If you record SMITE gameplay and post on Twitch/YouTube, you might consider linking or embedding a gameplay vid for people to watch.
2
iSeraph | May 30, 2024 2:38pm
Firstly I appreciate the suggestions

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.
2
Branmuffin17 (400) | May 30, 2024 5:39pm
Okay, so here's how you can add icons and names in line.
Code:
[icon=Jet Stream] [icon=Jet Stream width=50] [[Jet Stream]]
They then look like this:







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 =)
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