Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Nox guides

Nox - I See a Red Door and I Want It Painted Black (Y11, All Modes, Patch 11.1 "Year 11")

179 31 444,209
9.4
by Branmuffin17 updated January 23, 2024

Smite God: Nox

Build Guide Discussion 26 More Guides
Choose a Build: Conquest Mid-Lane / Universal Mage Builds
Conquest Mid-Lane / Universal Mage Builds Conquest Support / Universal Utility Builds
Tap Mouse over an item or ability icon for detailed info

Nox Build

Starting Items (Sands Build)

Notes Sands of Time is the starter of choice for gods that want early CDR and good mana sustain. Start on your first item, which will provide flat pen from the Spear tree.

Pick up potions for early sustain.

Notes

Sands of Time is the starter of choice for gods that want early CDR and good mana sustain. Start on your first item, which will provide flat pen from the Spear tree.

Pick up potions for early sustain.

Build Item Sands of Time Sands of Time
Build Item Magic Focus Magic Focus
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
Build Item Horn Shard Horn Shard

Sands Build Example

Notes This is a generic, balanced damage-centric direction for Nox in the Mid-lane. It contains the damage basics (flat pen, % pen) and provides 30% CDR for ability spamming.

Divine Ruin is shown here to provide anti-heal, but if you don't need it, it can be swapped out for Soul Gem for some lifesteal and additional CDR.

In the 6th spot, Rod of Tahuti is optional (and you can upgrade to either glyph), but it's a solid choice as it provides high power and % pen; you can choose any other item in the 6th slot as preferred.

Upgrade Sands of Time to Pendulum of Ages once you reach level 20.

Notes

This is a generic, balanced damage-centric direction for Nox in the Mid-lane. It contains the damage basics (flat pen, % pen) and provides 30% CDR for ability spamming.

Divine Ruin is shown here to provide anti-heal, but if you don't need it, it can be swapped out for Soul Gem for some lifesteal and additional CDR.

In the 6th spot, Rod of Tahuti is optional (and you can upgrade to either glyph), but it's a solid choice as it provides high power and % pen; you can choose any other item in the 6th slot as preferred.

Upgrade Sands of Time to Pendulum of Ages once you reach level 20.

Build Item Pendulum of Ages Pendulum of Ages
Build Item Book of Thoth Book of Thoth
Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Obsidian Shard Obsidian Shard
Build Item Calamitous Rod of Tahuti Calamitous Rod of Tahuti

Starting Items (Gem Build)

Notes This start uses Conduit Gem, which will eventually be upgraded into Gem of Focus for the variety of stats it provides.

Build Lost Artifact into Chronos' Pendant for great early CDR.

Pick up potions for early sustain.

Notes

This start uses Conduit Gem, which will eventually be upgraded into Gem of Focus for the variety of stats it provides.

Build Lost Artifact into Chronos' Pendant for great early CDR.

Pick up potions for early sustain.

Build Item Conduit Gem Conduit Gem
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2
Build Item Horn Shard Horn Shard

Gem Build Example

Notes This build example focuses on utility via Gem of Focus, which benefits from high CDR.

Divine Ruin is shown here, but can be skipped if anti-heal isn't needed.

If you feel you need some lifesteal / health sustain, Soul Gem and Pythagorem's Piece are options. Staff of Myrddin is optional, but increases CDR along with providing additional % pen. Soul Reaver can be replaced with Rod of Tahuti if preferred.

Notes

This build example focuses on utility via Gem of Focus, which benefits from high CDR.

Divine Ruin is shown here, but can be skipped if anti-heal isn't needed.

If you feel you need some lifesteal / health sustain, Soul Gem and Pythagorem's Piece are options. Staff of Myrddin is optional, but increases CDR along with providing additional % pen. Soul Reaver can be replaced with Rod of Tahuti if preferred.

Build Item Gem of Focus Gem of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Divine Ruin Divine Ruin
Build Item Staff of Myrddin Staff of Myrddin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Item Options

Notes Divine Ruin (Anti-Heal): Consider anytime you face enemy healing or significant lifesteal.

Spear of Desolation (Universal Offense): Provides power, CDR, and some pen, all of which are helpful for any mage. I do feel there are better options in most cases.

Spear of the Magus (Team Offense): The passive provides enhanced damage from all teammates against your target.

Pythagorem's Piece (Group Power / Lifesteal): Provides an aura of power and lifesteal to nearby teammates, which is great for teamfights and objective pushes. CDR is also appreciated.

Soul Gem (Lifesteal Alternative): Different utility compared to Pythag's, this item can give some group healing and the potential for burst damage at full stacks.

Rod of Tahuti (High Power): Useful for stronger offense in any build, this is an item you'll pick up late-game only for a significant increase in damage potential.

Charon's Coin (Penetration / Utility): Solid % penetration (preferred currently over Obsidian Shard) that provides an interesting passive mechanic, giving some health sustain and movement speed.

Obsidian Shard (Penetration Option #2): Provides a higher "burst" amount of penetration that can be helpful against tankier compositions. This is an alternate option to Charon's Coin with higher damage potential but less utility.

Ethereal Staff (Health Steal): Provides some survivability by stealing health from enemies.

Soul Reaver (Anti-Tank Burst): Provides bonus damage on ability hit, with higher damage potential against high health targets.

Notes

Divine Ruin (Anti-Heal): Consider anytime you face enemy healing or significant lifesteal.

Spear of Desolation (Universal Offense): Provides power, CDR, and some pen, all of which are helpful for any mage. I do feel there are better options in most cases.

Spear of the Magus (Team Offense): The passive provides enhanced damage from all teammates against your target.

Pythagorem's Piece (Group Power / Lifesteal): Provides an aura of power and lifesteal to nearby teammates, which is great for teamfights and objective pushes. CDR is also appreciated.

Soul Gem (Lifesteal Alternative): Different utility compared to Pythag's, this item can give some group healing and the potential for burst damage at full stacks.

Rod of Tahuti (High Power): Useful for stronger offense in any build, this is an item you'll pick up late-game only for a significant increase in damage potential.

Charon's Coin (Penetration / Utility): Solid % penetration (preferred currently over Obsidian Shard) that provides an interesting passive mechanic, giving some health sustain and movement speed.

Obsidian Shard (Penetration Option #2): Provides a higher "burst" amount of penetration that can be helpful against tankier compositions. This is an alternate option to Charon's Coin with higher damage potential but less utility.

Ethereal Staff (Health Steal): Provides some survivability by stealing health from enemies.

Soul Reaver (Anti-Tank Burst): Provides bonus damage on ability hit, with higher damage potential against high health targets.

Build Item Divine Ruin Divine Ruin
Build Item Spear of Desolation Spear of Desolation
Build Item Spear of the Magus Spear of the Magus
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Soul Gem Soul Gem
Build Item Rod of Tahuti Rod of Tahuti
Build Item Charon's Coin Charon's Coin
Build Item Obsidian Shard Obsidian Shard
Build Item Ethereal Staff Ethereal Staff
Build Item Soul Reaver Soul Reaver

Relics to Consider

Notes Purification Beads (Anti-CC): A core relic for most mages, used specifically to counter CC. Commonly picked up 1st.

Aegis Amulet (Anti-Burst): Common 2nd relic for most mages, helpful to prevent anticipated burst damage.

Blink Rune (Initiation): Spicy pick to surprise enemies that think they're at a safe distance.

Notes

Purification Beads (Anti-CC): A core relic for most mages, used specifically to counter CC. Commonly picked up 1st.

Aegis Amulet (Anti-Burst): Common 2nd relic for most mages, helpful to prevent anticipated burst damage.

Blink Rune (Initiation): Spicy pick to surprise enemies that think they're at a safe distance.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Blink Rune Blink Rune

Nox's Skill Order Notes Priority is typically Siphon Darkness for the main burst damage. Night Terror is usually leveled when possible due to the reducing CD. Shadow Lock is prioritized after that, with lowest priority to Shadow Step.

Notes

Priority is typically Siphon Darkness for the main burst damage. Night Terror is usually leveled when possible due to the reducing CD. Shadow Lock is prioritized after that, with lowest priority to Shadow Step.

Shadow Lock

1 X Y
Shadow Lock
3 8 11 12 14

Siphon Darkness

2 A B
Siphon Darkness
1 4 6 7 10

Shadow Step

3 B A
Shadow Step
2 15 16 18 19

Night Terror

4 Y X
Night Terror
5 9 13 17 20
Shadow Lock
3 8 11 12 14

Shadow Lock

1 X
Nox extends her shadow, rooting and crippling a single enemy god in place and dealing damage over time. Nox must channel and stay within range to maintain hold on the target, but may cancel this ability early. Nox will continue to channel this ability even if she is hit by Crowd Control effects. While channeling this ability Nox suffers no directional movement penalty.

Ability Type: Line
Damage: 30 / 40 / 50 / 60 / 70 (+20% of your Magical Power) every 0.5s
Damage (Minions): 70 / 110 / 150 / 190 / 230 (+50% of your Magical Power)
Duration: 2s
Range: 65
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s
Siphon Darkness
1 4 6 7 10

Siphon Darkness

2 A
Nox creates a void of darkness that silences all enemies within. After 2s it explodes, dealing damage.

Ability Type: Ground Target
Damage: 90 / 160 / 230 / 300 / 370 (+110% of your Magical Power)
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 13s
Shadow Step
2 15 16 18 19

Shadow Step

3 B
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows.

Ability Type: Dash
Damage: 70 / 110 / 150 / 190 / 230 (+70% of your Magical Power)
Range: 55
Cost: 75
Cooldown: 15s
Night Terror
5 9 13 17 20

Night Terror

4 Y
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing less damage for the duration.

Ability Type: Line
Initial Damage: 200 / 250 / 300 / 350 / 400 (+75% of your Magical Power)
Damage: 20 / 25 / 30 / 35 / 40 (+5% of your Magical Power) every 1s for 5s
Damage Reduction: 30% for 5s
Range: 120
Cost: 100
Cooldown: 90 / 85 / 80 / 75 / 70s

Introduction

Recent Updates:

2024/1/23: Guide is current as of Patch 11.1, "Year 11." Updated builds. Starting process & maps are WIP.

Revision History


Title's Song Inspiration feat. The Rolling Stones


Hello everyone! My name is Branmuffin17 (PC IGN: Muffinman17), and I'm a SMITEFire admin and casual SMITE player on PC. This guide was originally a collaboration between me and Tlaloc1050, with him publishing and controlling updates. He is sadly retiring from SMITE, and so I've taken over full time.

I'll assume you know the basic gist of gameplay in the various modes, so I won't be teaching or talking much about rotating, minions, tickets, etc., except in the direct context of Nox's gameplay. If you want details on general info, I invite you to check out my other guides:

The
Overarching
Conquest Guide
The
Overarching
Arena Guide

For Conquest, you may find the Mid, Support, and Warding chapters to be useful.

This is a work in progress, as it should be. I'm always open to new ideas and different approaches.


Nox is a utility mage, whose unique, CC-heavy kit allows her to disrupt enemy lines through Shadow Lock and Siphon Darkness. She has a strong dash / escape ability that passes through enemy gods and can allow her to accompany (and safely hide in the shadows of) teammates, giving her some interesting synergies with select gods. She is great in a teamfight due to her ult's AOE ability to decrease enemy damage output.

...... Strengths ......

+ High control in her kit
+ Functional escape
+ Can ride teammates' global ults
+ Sets up kills
... Weaknesses ...

- Squishy
- Needs good aim & patience
- Starts off very slow
- Missing combo decreases utility

This guide provides builds...one general mage/Mid-Lane build, and one used for off-meta Support and/or Utility. Interested? Step into the shadows with me.

Abilities

Passive:



Flame of the Night
Nox's candles gather energy from all abilities she uses. For every ability Nox casts a candle is lit. For every candle lit Nox gains +3% magical power. When Nox takes damage from an enemy god, one of her candles is blown out. Stacks up to 4 times, for a total of 12% bonus magical power.

Discussion: You won't really think about this passive. However, this is a good reason to spam abilities and avoid damage, and supports a high power build, especially late-game.

Tips: At the beginning of a match, cast abilities in base (other than Assault) to build up your passive stacks.
Skill #1:



Shadow Lock
Nox extends her shadow, damaging enemies. If this shadow hits an enemy god it stops, rooting and crippling them in place and dealing damage over time instead. Nox must channel and stay within range to maintain hold on the target, but may cancel this ability early. Nox will continue to channel this ability even if she is hit by Crowd Control effects. While channeling this ability Nox suffers no directional movement penalty. CD 10 seconds.

Leveling Priority: Prioritize this 2nd.

General Use: Damage / Peel / Control

Discussion: This is your main form of control, and will often (but not always) be paired as the follow-up combo ability to Siphon Darkness. A 2 second root is extremely powerful, allowing teammates to easily focus a single enemy. Note that this ability can be cast through walls, rooting enemies that are trying to escape.

Tips: Common practice sees this ability cast immediately after using Siphon Darkness, to catch enemies in its AOE and deal massive damage. However, you may want to show some restraint, and wait for the enemy to react before casting. This allows you to better predict the direction they will head to escape.

Even if they escape the Siphon's AOE, confirming the lock is arguably much more important; with the help of teammates, it can set up an easy kill. In bigger teamfights, or if you are playing a Support Nox with low damage focus, you may want to split the abilities up to perform individual tasks, with this ability being used specifically to lock down problem enemies.
Skill #2:



Siphon Darkness
Nox creates a void of darkness that silences all enemies within. After a short duration it explodes, dealing damage. CD 13 seconds.

Leveling Priority: Prioritize this 1st.

General Use: Damage / Minion Clear / Zoning / Ability Interruption

Discussion: This is Nox's strongest and most defining ability, providing your main minion clear function, and a level of utility matched by few others.

Anyone in the AOE is silenced. This means you can prevent enemies from casting any abilities, or interrupt enemies that are channeling abilities. Use this to cause massive disruption. When using this for wave clear, you can deploy this ahead of a moving minion wave to get an edge on the enemy mid-laner.

Tips: More important than using this for damage, your main focus should be to use this for control. Initiate a 1v1 engagement with this (followed by Shadow Lock), or hold onto it in a teamfight specifically for its zoning threat or ability interruption via the silence.
Skill #3:



Shadow Step
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows. Nox can stay in an ally's shadow for up to 8 seconds. CD 15 seconds.

Leveling Priority: Prioritize this last.

General Use: Escape / Initiation / Damage / (Situational) Global Mobility

Discussion: This is the most interesting and flexible ability in her kit. You'll generally hold onto this for use as an escape. However, when the situation is favorable / safe, you can:
  • Dash through the minion wave for clearing function
  • Initiate with this to close distance with the enemy
  • Dash through an enemy for added damage
  • Dash through an enemy for added damage, into a nearby teammate, then immediately cancel to exit their shadow and deal the secondary damage
  • If trapped in Odin's Ring of Spears with an ally, dash into them to avoid taking damage
Keep in mind, when you're in a teammate's shadow, you cannot be targeted / damaged.

Tips: The greatest (but most situational) utility is through your ability to leap into a teammate's shadow. Dash into them, and you will go where they go. For massive burst function, dash through an enemy into a nearby teammate, then immediately cancel and you'll hit them in the secondary AOE.

Situationally, you can use this to transport large distances, especially with global ults. Examples of Gods where Nox can hitch a ride: Apollo, Arachne, Athena, Chernobog, Jormungandr, Mercury, Ratatoskr, Thanatos, Thor.

In addition, you can use this offensively for huge gank potential, particularly with gods that have teleports or stealth (.e.g. Loki, Izanami, Ao Kuang, Da Ji, The Morrigan).
Ultimate:



Night Terror
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing 40% less damage for the duration. CD 90/85/80/75/70 seconds.

Leveling Priority: Level this whenever it becomes available.

General Use: Damage / Teamfights / 1v1 Kills / Kill Secure / CC Immunity

Discussion: This ability has incredible range, allowing you to target retreating / damaged enemies. Kill secure is arguably its most popular (and satisfying) use.

However, it provides arguably better utility (via the damage reduction) especially in teamfights, where the AOE burst can hit multiple enemies.

Remember that the short charging animation provides you with CC immunity, so you can ult in an emergency to prevent things like an Ares / Cerberus / Da Ji ult pull.

Tips: In teamfights, don't save this for kill secure. The 5 second damage reduction is incredibly useful, and can easily give your team the upper hand. When in the process of casting this, Nox can go through Janus' Portals.

Ability Combos

Core Combo



This is your main combo. Initiate with Siphon Darkness to prevent enemy ability use. This will typically trigger 1 of 3 reactions:
  1. The enemy will try to escape by running out of the AOE
  2. It will force the enemy to use Purification Beads
  3. The ability's silence will trigger a Magi's Cloak passive
In most cases, the first will occur. Follow up Siphon Darkness with Shadow Lock. If you connect before they leave Siphon's AOE, you will deal damage from both abilities.

Tips: In most cases, you will try for max damage, meaning you want to cast Shadow Lock immediately after Siphon Darkness, to trap them while they're still in the AOE. You need to pay attention to the direction the enemy is heading. It is easier to hit the Lock if you're very close to them, but if they're further away, you'll need to lead your aim a bit ahead of them.

However, you may decide a bit of patience is preferable, possibly allowing the enemy to escape the AOE but allowing for a higher probability of connecting with the Lock. Remember, Siphon Darkness is first and foremost a setup tool, and although it has higher burst damage potential, Lock is really your most important ability. If you have teammates with you, it will allow them to more easily connect on their damage.

Initiation Combo



This is your chase and 1v1 kill combo, without using your ult. Initiate and close distance with Shadow Step. If the enemy is retreating and has some distance on you, you'll likely only use this to get close enough to connect with Shadow Lock. However, if you're fighting a 1v1 and are confident in your ability to get a kill, you'll use this within closer range to connect with it for the damage.

Follow it up with the standard combo of Siphon Darkness and Shadow Lock. Since you're going for damage/kill, you'll pretty much always use Shadow Lock immediately after Siphon Darkness to keep them in the AOE...your close proximity to the enemy should help you confirm the Lock.

Remember that you're blowing your escape, so use this combo with discretion and awareness.

Teamfight Ability Use




This is your teamfight "combo," used when multiple enemies and teammates are likely present. Both Night Terror and Shadow Step are used situationally; your core is still Siphon Darkness to Shadow Lock.

Considerations:
  • Night Terror: Understand that Night Terror doesn't technically have to be used at the onset of a fight. Use your ult when you feel it has the most potential. That potential is usually best seen early in a fight, to give your teammates an advantage with the damage reduction it provides. Watch for enemies to bunch up, to hit multiple targets. If you have specific teammates with the ability to draw enemies to one area (e.g. Ares, Cerberus, Da Ji, Odin), you may wait for them to use that first.

    You may also use this defensively, if the enemy has predictable hard CC (remember you get CC immunity during the casting animation).

  • Shadow Step (Defensive): Your first priority for this is always for escape or avoidance of damage. Remember that you can hide in teammates' shadows to avoid damage.

  • Shadow Step (Offensive Burst): With teammates around, remember that you can use their presence for burst damage, if the enemy is in the right spot. Look for tanky teammates initiating on enemies to help them take their target down, or for squishy teammates that are getting jumped and could use some help.

    Remember you can get two hits of this ability, if you dash through the enemy into a nearby teammate's shadow, then exiting their shadow for the secondary burst.

Conquest Mid Gameplay

Mid-Lane - Start & Early Game

Standard (Mid-Lane) Start: Start at your Damage Buff (1). The Jungler (1) and the Solo-Laner (1) will start at their respective buff camps. Everyone will basic attack their own camp once, and kite them to the Back Harpy Camp (2). Each will pick up their respective buffs.

Head directly to your lane (3) to clear the first wave. You may or may not be accompanied by your Jungler.

After the first wave, depending on who has better clear potential, you may need to play it a bit safe, or you can put some pressure on the enemy. When they spawn, you will want to contest or clear the the Harpy camps (4 & 5).

At this point, you'll mostly focus on clearing waves and poking the enemy, while watching for gank attempts from either side of the Jungle.

Some additional actions / considerations:
  • When your Jungler is around, you may consider helping them secure the Oracle Harpies.
  • If you are able to pressure the enemy under the tower and have enough vision, you can go for their Damage Buff when it's respawned.
  • Don't forget to ward. When you back, try to pick up at least one or two Wards.
  • Usually you won't want to go for any of your Jungler's camps, but if they are far away ganking another lane, or are dead, you can consider grabbing one of their camps if you have nothing else to do.


Mid-Lane - Mid-Game

As Siphon Darkness is leveled close to max, it should be able to handle a minion wave fairly easily. When you get Chronos' Pendant online, you'll start wanting to be a bit more aggressive, and going for your 2-1 combo anytime you can, to get good poke damage and put the enemy on their heels. If they stick around too long at low health, you can go for a kill with your ult as well.

You will be teaming up with the Jungler and/or Support here and there, and should also be focusing more on objectives. Look for opportunities to secure the Gold Fury or the Fire Giant & Pyromancer. Work with them to secure together, and look for gank attempts whenever possible.


Mid-Lane - Late-Game

Although she can deal pretty good damage, her best use is via her CC, which provides incredible utility for your team. Lock down enemies with Shadow Lock, interrupt enemy abilities with Siphon Darkness, and use Night Terror at the start of any teamfight, as the damage reduction is more important than kill secure potential.

You'll mostly want to stick near the back line, but if your team is close, look to be more aggressive in the front line (or even surprise them from behind) as you can always dash to a nearby teammate for safety.

Conquest Support Gameplay

Support - Start & Early Game


Standard Start (w/ ADC): The most common start will see both the ADC and Support together in the Duo lane. In these scenarios, the object is to clear the wave as quickly as possible to gain an upper hand on the enemy, providing you with a variety of options. This will be covered immediately below.

Head to the Back Harpy Camp (1). Your ADC will start at the Support Buff (1). When the camps spawn, the ADC will draw their camp to you, where you and the ADC will clear all minions together. Pick up the Support Buff that drops. Immediately go to the Purple Buff (2) and clear that camp before going to lane (3) to clear the minion wave.

When in lane, if your wave clear is stronger than the enemy's, you can apply pressure. Depending on your threat level, you can push them back toward their tower, apply poke damage, etc. Use that pressure to get a head start on clearing the next incoming wave or secure one the Scorpion camp (4).

Your general priority from this point is mainly to clear the minion waves and farm up as efficiently as possible, while applying pressure / damaging the enemy whenever possible and protecting your ADC. Damaging can obviously secure kills, but can just as importantly force them to use up potions, back and lose farm, etc.

You should be looking to secure as much farm as possible. Don't forget to ward. When safe, try to steal camps on the enemy's side.

You'll mostly stay in lane with the ADC in the early game, but will need to choose a time to start rotating, where you will likely spend most of your time between the Duo and Mid-lanes. After your first back, you can start looking to clear and pick up the Support Buff, though it will help if you've got a teammate to help you clear.


Support - Mid-Game

With some protections, you can now tank enemy damage to the extent that you can play more aggressively and go for kill secures. You'll likely be rotating between lanes, grabbing an occasional jungle camp, but mostly looking to disrupt the enemy jungler, or gank the Duo or Mid lanes.

You need to make sure your teammates know you're ganking, and to have them be with you, because you'll need their damage to help secure the kills.

Pay more attention to warding, covering common jungle paths, and dropping Sentry Wards on key objectives (or common defensive ward locations of enemies to help you surprise them).


Support - Late-Game

Tanking towers won't hurt too much now. Like sugar, it's good in moderation. Tank objectives like the Fire Giant and towers. Either you or your solo laner will do it.

Remember to always keep a ward on the Fire Giant and phoenixes that are down.

Stick with an ally at all times and remember to play with a Support's mindset. Others' lives are the priority, and you need to use your abilities to control a teamfight.

Some Of My Guides



If you liked this guide, check out my other ones below!


The Overarching Series



The
Overarching
Assault Guide

The
Overarching
Conquest Guide



Individual God Guides



Bacchus:
An Alcoholic's Chugging Guide

Freya:
Pulsing to
the Beat

Ganesha:
Selflessly
Gifting Kills

Shifu Guan Yu:
The Battle
Master

Loki: The Backstabbing Bastard

Medusa: Getting Everyone Stoned


God Guide Collaborations



Anubis:
Towards The
New Season

with Daelinn

Ares:
50 Shades
Of Flame

with KingScuba

Nox:
I See A
Red Door...

with Tlaloc1050

Credits

This Guide Was Written By:



Branmuffin17

Tlaloc1050

With The Artwork Of:



Stuke99

And Feedback From:


DV-8
Estidien
Kriega1

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
Talafous | January 17, 2024 9:03am
Why Ob Shard? It doesn't proc on Siphon Darkness, which causes the extra penn to be wasted on Shadow Lock. I suppose it's helpful for casting ult, but it seems like their are other better 20% penn items (charon's coin / typhons fang).
1
Kriega1 (143) | January 18, 2024 3:14pm
Typhons is only good if you're building Book + another lifesteal item (Soul Gem or Poly for instance), though none of the lifesteal items are good on her. If you're going Book with Sands or Conduit Pendant you don't really need the MP5 from Coin so you just end up going Shard by default.
1
Branmuffin17 (400) | January 17, 2024 10:04am
Hey Tala,

Yes, Ob Shard potentially for ult use, but also in a general sense it's just a generally good pen item. I'm definitely aware that if you use the standard 2-1 combo, Ob would likely be proc-ing on Shadow Lock. And yes, Lock has lower total damage and scaling compared to Siphon, but it's still somewhat functional. But other items chosen earlier sort of affect my item preferences (situationally). Some points:
  • I have Charon's Coin as an option; my items are not set in stone.

  • In the build examples, Ob Shard is being built fairly late in the build. When possible, I like to grab Charon's earlier in the build to help with stacking, but it's not an end-all.

  • In those builds, I prioritized other items first. BoT obviously for stacking and mana, Deso for the spread of stats including CDR, Divine Ruin because double-flat pen against squishies is quite nice and obviously for the anti-heal (when needed).

    In the other build, Chronos' just obviously nice for the early CDR, and wanted more CDR in Myrddin as it at least also has some % pen.

  • As these are just examples, many times I would probably consider both Myrddin and Tahuti and not get Ob or Charon's.

  • I like Charon's more with gods that have 0 escape, as the MS is at least somewhat helpful. That said, with no lifesteal in these builds, Charon's HP5 is helpful if not super high.
In a joust setting, I would consider Charon's / Ob more with a double-tank enemy comp. I would consider a double-flat pen build with more utility in a double-squishy enemy comp. And for the HP5 / healing factor, I would strongly consider just grabbing a Chalice of Healing.

Does this explanation help?
1
Kriega1 (143) | January 5, 2021 2:07pm
I dont understand why you have a mid build with Tyrannical (especially it being fairly pricey). If you want a cheap bridge defense item you can just get Stone of Binding.
1
Branmuffin17 (400) | January 5, 2021 2:51pm
Eh, I left it in there from the last version, but it does bring some stuff Binding doesn't, namely some health, 20% CCR, a bit higher phys prot, way more power, etc. It's not anywhere near the top of the build listing so I don't see a major issue with it.

In the case of a really mobile jungler, it could be significantly more helpful than Binding, but I guess you probably shouldn't be out that far if it's that dangerous anyway.
1
Big Damage (37) | January 5, 2021 4:56pm
In that case though you're probably better off swapping Chronos' Pendant for it so that you aren't taking up another item slot of something more useful.

Blessing > Shoes > Divine > Breastplate > Charon's > etc.

The position of divine and breastplate are interchangeable.
Load more comments (2 more replies) →
1
Mason367 | January 5, 2021 11:43am
Thanks so much, im trying to get into Nox middle since my friends love to play jungle and its easy kills for them
1
Kriega1 (143) | January 5, 2021 11:44am
I personally wouldn't go Book of Thoth on her in Mid. CDR boots > Chronos' > Divine / Magus > Coin > Reaver (or Reaver before and Shard here) > Estaff > Myrddin (or Tahuti / Soul Gem) is what I would go.
1
Mason367 | January 6, 2021 10:32am
Ok thanks, appreciate it. Appreciate the extra help.
1
Branmuffin17 (400) | January 5, 2021 11:51am
Yeah I need to update the builds, I would always go Chronos rush these days.
1
Kriega1 (143) | August 30, 2019 4:17pm
No Ethereal Staff?
2
Branmuffin17 (400) | August 30, 2019 5:13pm
No. Stfu Kriega.

Lol

Okay so I've honestly never considered ethereal for Nox. She has a great escape, and cc up the wazoo, and so I don't really consider a somewhat bruiser item for her in that sense. Uhhh wait... Are you talking about the support build? Cuz if so... Lol Hmmm... What's your thought process here?
1
Kriega1 (143) | August 30, 2019 5:14pm
For both the Mid and Support build, though less of a priority on the support build.
Load more comments (1 more replies) →
1
FootFetish (4) | July 18, 2019 8:34am
Hi bran, uhh i don't really have any important suggestions apart from placing a ward in the centre of the middle lane, but all the information about Nox that you have is perfect, really complete guide.
Sad that your friend left :/
2
Branmuffin17 (400) | July 18, 2019 10:29am
Hey Foot,

Thanks for the feedback. Note that I do talk about placing a ward in the middle of the lane, though it's not marked on the map itself. That writeup says:

"Per Estidien: You can also placing a ward directly in front of the enemy tower, which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps."
1
FootFetish (4) | July 18, 2019 11:57am
Oof, my bad.
nothing to thank though, i'm here to help u
1
GameGeekFan (50) | July 15, 2019 11:06pm
"She is great in a teamfight due to her ult's AOE ability to , and brings much to the table."

Paragraph below the comic.
You're welcome.
1
Branmuffin17 (400) | July 16, 2019 10:35am
Yeah I had been working on that paragraph, but forgot as I got sidetracked writing other things. I can't multitask well.

Fixed. It's the AOE ult's ability to reduce damage by 40%...that's huge in a teamfight.
1
Gulfwulf (81) | July 15, 2019 11:10pm
GameGeekFan wrote:
"She is great in a teamfight due to her ult's AOE ability to , and brings much to the table."

Paragraph below the comic.
You're welcome.

Ability to do what, exactly?
1
Kriega1 (143) | July 16, 2019 2:31am
Ability to silence
1
GameGeekFan (50) | July 15, 2019 11:21pm
Yea rereading this has just made me more confused.
1
boogiebass (46) | July 15, 2019 6:16pm
Mysterionz, our dear friend tlaloc has decided to move on. A moment of silence... no pun intended.
1
xmysterionz (72) | July 16, 2019 12:50pm
Yeah I commented on his blog post. Plus, I took some moments to understand the joke with the "silence"
Loading Comments...
Load More Comments
League of Legends Build Guide Author Branmuffin17
Nox - I See a Red Door and I Want It Painted Black (Y11, All Modes, Patch 11.1 "Year 11")
Table of Contents

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved