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Obsidian Danzaburou Carry Build

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by TottiGR updated February 11, 2025

Smite God: Danzaburou

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Danzaburou Build

Attack Speed Starter

Notes Bumba's Golden Dagger is the best starter right now for an attack speed based build because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Bragi's Harp.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Notes

Bumba's Golden Dagger is the best starter right now for an attack speed based build because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Bragi's Harp.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Build Item Bumba's Golden Dagger Bumba's Golden Dagger
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Attack Speed Full Build

Notes Bumba's Spear is a really good starter because provides you with good sustain when killing objectives or jungle camps, penetration, power and one of the most important things for an ADC, cooldown reduction.

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Bumba's Spear is a really good starter because provides you with good sustain when killing objectives or jungle camps, penetration, power and one of the most important things for an ADC, cooldown reduction.

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Bumba's Spear Bumba's Spear
Build Item Bragi's Harp Bragi's Harp
Build Item Qin's Blade Qin's Blade
Build Item The Executioner The Executioner
Build Item Titan's Bane Titan's Bane
Build Item Odysseus' Bow Odysseus' Bow
Build Item Dominance Dominance
Build Item Purification Beads Purification Beads

Critical Item

Notes In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Notes

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer

Alternative Relics

Notes Phantom Shell should be bought if their setup doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always but it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Notes

Phantom Shell should be bought if their setup doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always but it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Build Item Phantom Shell Phantom Shell
Build Item Aegis of Acceleration Aegis of Acceleration

Skill Damage Starter Build

Notes Conduit Gem provides you with good push and early game mana sustain that will help you manage the laning phase!


Gem you should evolve into Book of Thot.


Purification Beads will save you during early game giving CC immunity for 2 seconds.

Notes

Conduit Gem provides you with good push and early game mana sustain that will help you manage the laning phase!


Gem you should evolve into Book of Thot.


Purification Beads will save you during early game giving CC immunity for 2 seconds.

Build Item Conduit Gem Conduit Gem
Build Item Gem Gem
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Skill Damage Full Build

Notes Archmage's Gem this starter item provides you with great amount of intelligence and mana regen. The passive scales with intelligence and this build is meant to be based on intelligence so it fits perfectly.

Book of Thot boosts the Archmage's Gem passive and gives you a big amount of intelligence that will enhance your damage for the whole game.


Transcendence it is a perfect item for Neith because she scales with strength and intelligence so incorporating this item to your build will enhance your DPS.


The Cosmic Horror in a skill damage based build you will need Cooldown Reduction to recover your skills as soon as possible so this item with a 20% CD fits perfectly in this build.


Rod of Tahuti is one of the greatest intelligence items, the passive scales with the intelligence you have got in the build so it will also fit perfectly!


Soul Reaver the best choice to burst tanks and warriors in the late game fights over the objectives.


Obsidian Shard a great choice for last item when most of the gods will be more tanky so the penetration will enhance your possibility of killing them.

Notes

Archmage's Gem this starter item provides you with great amount of intelligence and mana regen. The passive scales with intelligence and this build is meant to be based on intelligence so it fits perfectly.

Book of Thot boosts the Archmage's Gem passive and gives you a big amount of intelligence that will enhance your damage for the whole game.


Transcendence it is a perfect item for Neith because she scales with strength and intelligence so incorporating this item to your build will enhance your DPS.


The Cosmic Horror in a skill damage based build you will need Cooldown Reduction to recover your skills as soon as possible so this item with a 20% CD fits perfectly in this build.


Rod of Tahuti is one of the greatest intelligence items, the passive scales with the intelligence you have got in the build so it will also fit perfectly!


Soul Reaver the best choice to burst tanks and warriors in the late game fights over the objectives.


Obsidian Shard a great choice for last item when most of the gods will be more tanky so the penetration will enhance your possibility of killing them.

Build Item Archmage's Gem Archmage's Gem
Build Item Book of Thoth (Evolved) Book of Thoth (Evolved)
Build Item Transcendence (Evolved) Transcendence (Evolved)
Build Item The Cosmic Horror The Cosmic Horror
Build Item Rod of Tahuti Rod of Tahuti
Build Item Soul Reaver Soul Reaver
Build Item Obsidian Shard Obsidian Shard
Build Item Purification Beads Purification Beads

Danzaburou's Skill Order

Fool's Gold

1 X Y
Fool's Gold
1 4 6 7 9

Alluring Spirits

2 A B
Alluring Spirits
2 8 11 12 14

Tanuki Trickery

3 B A
Tanuki Trickery
3 15 16 18 19

Uproarious Rocket

4 Y X
Uproarious Rocket
5 10 13 17 20
Fool's Gold
1 4 6 7 9

Fool's Gold

1 X
Roll out 3 money bags that deal Physical Damage to enemies hit and then explode dealing Physical Damage.
  • They stop on enemy gods, Trembling them and dropping a coin.
  • Coins can be picked up by yourself or allied gods to provide you 10 gold.
Damage: 95 / 145 / 195 / 245 / 295
Damage Scaling: 90% Strength + 65% Intelligence
Explode Damage: 30 / 55 / 80 / 105 / 130
Explode Damage Scaling: 20% Strength + 40% Intelligence
Range: 11.2m
Radius: 0.51m
Explode Radius: 1.92m
Cooldown: 12s
Cost: 70 / 75 / 80 / 85 / 90

Additional Notes:
  • Subsequent hits of bags or explosions on the same enemy deal 15% damage.
Alluring Spirits
2 8 11 12 14

Alluring Spirits

2 A
Drink some sake, Healing over time before throwing the bottle, dealing Physical Damage to enemies hit.
  • On landing, the bottle applies a stacking Slow to enemy gods.
  • On reaching 3 stacks, they are Taunted towards the bottle.
Heal Per Tick: 15 / 20 / 25 / 30 / 35
Heal Scaling Per Tick: 5% Intelligence
Damage: 90 / 140 / 190 / 240 / 290
Damage Scaling: 70% Strength + 40% Intelligence
Slow: 10% Per Stack
Taunt Duration: 1s
Hits to Break: 2 / 2 / 3 / 3 / 4
Range: 7.2m
Inner Radius: 2m
Outer Radius: 2.8m
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • This ability does 40% bonus damage to Jungle Monsters.
  • The inner circle deals damage on landing while the entire area slows.
  • The bottle can be broken early with enemy basic attacks.
  • Taunt is not affected by Diminishing Returns.
  • If the Taunted enemy takes more than 30% of their Max Health, the taunt ends early.
Tanuki Trickery
3 15 16 18 19

Tanuki Trickery

3 B
Create a field where you gain Movement Speed, Slow Immunity, your Basic Attack Movement Penalty is removed, and your Dishonest Duplication chance is doubled. When you leave the area, it disappears and you transform into a leaf while decoys mimic your movement.
  • Enemies in the field are Slowed.
  • As a leaf you gain increased Movement Speed, Slow Immunity and a buff that causes your next Basic Attack to deal Physical Damage.
Damage: 20 / 30 / 40 / 50 / 60
Damage Scaling: 100% Intelligence + 55% Strength
Movement Speed: 20%
Bonus Movement Speed: 30 / 32.5 / 35 / 37.5 / 40%
Slow: 20%
Radius: 3.84m
Cooldown: 14s
Cost: 70

Additional Notes:
  • Taking damage or attacking while in leaf form will end it early however there is a brief delay before this can happen on first transforming.
Uproarious Rocket
5 10 13 17 20

Uproarious Rocket

4 Y
Fire a rocket that locks onto enemy gods or reactivate this ability to become the rocket! The rocket deals Physical Damage, Stuns the first enemy god hit and explodes dealing Physical Damage.

Damage: 300 / 360 / 420 / 480 / 540
Damage Scaling: 100% Strength + 70% Intelligence
Explode Damage: 225 / 270 / 315 / 360 / 405
Explode Damage Scaling: 50% Strength + 80% Intelligence
Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Radius: 4.8m
Cooldown: 90s
Cost: 100

Additional Notes:
  • You are Rooted and CC Immune while Channeling and can only aim within 180 degrees.
  • The rocket pierces through and damages minions but stops on first god hit.
  • You are immune to damage while in rocket form.
  • You can cancel this ability while a rocket to transform back, sending out the rocket directly ahead.

Danzaburou Threats

Tap each threat level to view Danzaburou’s threats

Max
3
Major
1
Even
0
Minor
0
Tiny
0

Danzaburou Synergies

Tap each synergy level to view Danzaburou’s synergies

Ideal
1
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Danzaburou as an ADC.


Here are my socials:

Abilities

Danzaburou's Abilities


Dishonest Duplication (PASSIVE) - CLICK FOR INFO


Fool's Gold (Ability 1) - CLICK FOR INFO


Alluring Spirits (Ability 2) - CLICK FOR INFO


Tanuki Trickery (Ability 3) - CLICK FOR INFO


Uproarious Rocket (Ultimate) - CLICK FOR INFO

Aspect of Fellowship

If you use Aspect of Fellowship, instead of throwing a sake bottle which taunts the enemies, you generate two clones that fits perfectly with the passive, you can stack all of the clones so you can have a lot of Danzaburou's clones hitting the same target.

Example Combos:

Example Combos:

Alluring Spirits > Fool's Gold > Tanuki Trickery > Basic Attacks > Uproarious Rocket

This one is the best one to do engage or forcing a fight : Uproarious Rocket > Fool's Gold > Alluring Spirits > Tanuki Trickery > Basic Attacks

How to play Danzaburou ADC

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2 and then if you have won the pressure go to the central buff, do it and then comeback to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • During the early game phase remember to push waves and then do your right back camps because they will give you an small lead over the enemies. Ward duo site of the map and try to fight over the central buff camp.
  • Remember as Danzaburou that you can always use your ultimate skill Uproarious Rocket to escape from enemies or to do engage on them. You can also use Tanuki Trickery as a peeling skill because will have no movement penalty while using basic attacks and as soon as you go away from the range of the skill you will convert yourself into a leaf that will be immune to towers or phoenixes in case you are getting chased this information IS REALLY IMPORTANT.
  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • This ADC has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, neutral camps and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other ADC.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Pyromancer for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or neutral buff camp and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER ADC!)

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyromancer as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


[*] If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have able your actives: Purification Beads, Aegis of Acceleration or Phantom Shell before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

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