This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Where to start... Well, this is my first guide/build, so yeah. This guide's main purpose is to bring the newer items and changed items into play and not to rely on the "old meta" of item-building. I really enjoy just testing out a bunch of different items and seeing how they work, so here's my little tidbit on Amaterasu, the Shining Light, and her item-jumps in Season 4.
Quick disclaimer: I don't really play Conquest, but I feel like I know enough about it to give a bit of info on it. This guide is mainly geared toward the other game modes; keep that in mind when reading.
Pros:
- Great sustain
- Amazing utility
- Decent CC in her Dash and Ultimate
- Huge mobility in her 1 and 3
- Great team-fighter
Cons:
- Weak wave-clear early-game
- Dash is stopped by enemy gods
- Quite mana-hungry
- Wrong stance at the wrong time can spell disaster
- Aura is relatively small, meaning you're risking AoE nukes if utilizing it
Amaterasu has a pretty diverse kit with decent wave clear, a dash, a silence, an aura, a self-heal, and a fantastic CC ultimate.
Her passive Illuminating Strike makes team-fights amazing with that aura 10% damage boost. Generally try to put this on a guardian in team fights as they're going to take more damage, letting your team deal with them easier as well as having the debuff last a bit longer. If you're ganking, just go ahead and triple-hit the ADC instead of the support as the battle generally won't last as long.
Her Divine Presence is both a support aura as well as a self-heal. With Shield of Regrowth, you can escape almost all situations when switching to speed aura and can even escape quite well when switching to damage aura. Don't be afraid to swap to run, but try to keep it on the right buff to benefit your team in a team fight: speed to help chase or aid in an escape, and power in a big team fight or ultimate wombo-combo.
Heavenly Reflection is, IMO, the most fun part of her kit. Damage mitigation is always a good thing, but getting decent ranged damage on top of that is great. It's her primary wave clear tool, but she can also utilize this in a lot of her combos. Level this first, since it's your main source of damage and wave clear.
Glorious Charge is both a blessing and a curse. You get a silence and an escape in one ability, which is nice, but they're both on one ability, meaning you need to decide whether or not it's worth getting out of position to deny a channeled ability, or even whether to turn around when escaping and silence their chase and use your 1 to escape instead of your dash. It also stops at the first god hit, meaning combos are easier but escape is harder.
Her ultimate, Dazzling Offensive, is an amazing damage-dealer as well as a CC-inducer. Basically just hit as many gods with this as you can, as the area of effect is pretty big. First strike deals normal damage, second strike slows and deals more damage than the first, and the third strike stuns and deals the most damage. Keep in mind that the additional effects are the only things that are stopped if you "break the combo"; your ultimate always hits three times.
All of your combos should start in power stance and end with a possible escape with either your speed aura or a dash.
Your basic combo would be 2 > 3 through the wave > three AA's > Activate 2. Hitting minions with your 3 can almost fully charge your mirror, and three AA's to add your passive can make the burst damage scary. Great wave clear combo, and perfect if the enemy god is trying to hide behind minions, as you turned their strategy against them.
Your ultimate combo is 2 > (3 if you're a distance away) > 4 (Activate 2 during ultimate if/when fully charged) > (3 if it's off cd and they're running) > (1 for speed on chasing or escaping). A cool little trick is that you can charge your 2 while ult'ing, so it's a surprise burst of damage. Great in team fights, especially combo'd with another god's CC.
You can weave in some 1's in these combos for a bit of extra speed combo'd with Shield of Regrowth at the expense of a bit of damage. Mainly only use this if they're trying to run away mid-combo, but it can be used to make some of their skill shots much harder to land if you're right up next to them. It's recommended, however, that you keep either a 1 or 3 off cooldown in case you need to escape. Blackthorn Hammer makes using your 1 offensively much much safer, as that emergency cooldown reduction can spell the difference between life and death.
Starter Items
Amaterasu is a jack of all trades, being able to support her team immensely in a team fight as well as dishing out enough burst damage to jungle. She has one of the highest survivabilities of all warriors, wielding a damage mitigation, a speed aura, a self-heal, and a dash and silence.
Thanks for reading my first ever god guide, and feel free to leave any feedback for either this guide or for if/when I continue making other guides! :)
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
Just wanted to comment on your guide...it is a different take, especially the start, but seems technically grounded well, with explanations to support.
I'll point out a couple of things on my mind with your items and build.
I don't think Runeforged Hammer fits well with her kit. Her only real CC is in her ult, so to get the most out of it, she'd have to rely on other gods with high CC to give her that passive function on a regular basis.
Blackthorn Hammer seems nice, but situational. In a build where you have Urchin and BoV, the 0 mana portion of the passive seems less functional, though the CDR is welcome.
So, in that ability damage build, since you don't really have much pen in the build, getting Titan's Bane in the ability damage build seems better. Also, you have a lot of health in the items, but no actual protections...you'll likely get a ton more out of at least 1 good protection item. It could take the place of Rune.
In the auto-attack build, if you do get Ichaival, it's a bridge item that loses effectiveness late-game, which is why it's almost always switched out unless the game ends before you can do so.
I think I'd say you're missing Qin's Sais from a possible basic attack standpoint. In your basic attack build, you have both Fatalis and Frostbound...you shouldn't need both. Fatalis + Qin's or Frostbound + Qin's will keep them relatively close, and your DPS will be significantly higher.
A proposed basic attack build (YOLO no protections) would be Shield of Regrowth, Ninja Tabi, Ichaival, Qin's Sais, Hastened Fatalis (OR Frostbound Hammer), The Executioner, replace Ich with something situational...maybe even Rune at that point if you chose Frost.
Finally, for a support build, building Jade Emperor's Crown might be a good earlier-game item against 3+ phys enemies, but 30 power reduction late game is perhaps less effective. Gauntlet of Thebes, or any other counter-item would probably be a better fit there.
Anyway, interesting take on Ama, especially the early Shield.
Shield of Regrowth combined with Blackthorn Hammer should give you enough escapability so that you don't need protections as much, but protections would obviously be helpful :)
I still have some sentimentality to it though, so idk. Maybe I'll replace that for Frostbound Hammer in my multipurpose build and switch it out for an earlier Hide of the Urchin in my ability damage build?
Thanks for the note on Runeforged Hammer; I was thinking Runeforge + Frostbound would be great just to stick to your enemy and deal a bit more damage, but Titan's Bane overall does deal more damage. I was just trying to use a gimmick lol
Speaking of gimmicks, yes, Frostalis is a gimmick combo; Frostbound Hammer is probably a better pick than Hastened Fatalis on Amaterasu, since you're going to be more of a team player (especially in Joust/Clash).
Games in Clash/Joust/Arena usually don't get into late-late game, so I don't usually have time to sell Ichaival for a final item lol. But yes, selling it late game would be a good choice.
To be completely honest, I completely forgot about Qin's Sais and the new Gauntlet of Thebes lol. I usually just play the multi-purpose build anyways since everyone always picks ADC/Mage in Joust/Clash, so I never really get to experiment in actual games. Plus I almost never play Hunter, so I easily forgot about Qin's :P
So I'm thinking about making the following changes after a bit more playtime; let me know what you think:
- (Damage Builds) Try to fit Hide of the Urchin into the damage-based builds
- (AA Build) Remove Hastened Fatalis, move up Frostbound Hammer earlier, put in Qin's Sais later, and sell Ichaival late game
- (Ability Build) Replace Runeforged Hammer for Titan's Bane and possibly Blackthorn Hammer for Hide of the Urchin
- (Support Build) Make a note on Gauntlet of Thebes and make Jade Emperor's Crown an earlier item to swap out late game (as well as going in-depth on counter-building)
- (Multipurpose Build) possibly swap out Blackthorn Hammer for Frostbound Hammer
Thanks again for the in-depth reply :)
And yes, this guide IS a different take on most builds; I wanted to be unique and bring up some new/non-meta items into the game :D