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[S7] Jing Wei - Incoming! (Guide, builds and tips)

15 3 70,138
8.7
by FootFetish updated March 6, 2020

Smite God: Jing Wei

Build Guide Discussion 4 More Guides
Choose a Build: Critical strike chance / ATS based (Universal)
Critical strike chance / ATS based (Universal) Physical power / Penetration based (Situational)
Tap Mouse over an item or ability icon for detailed info

Jing Wei Build

Starting (First option)

Build Item Hunter's Blessing Hunter's Blessing
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Starting (Second option)

Build Item Hunter's Blessing Hunter's Blessing
Build Item Boots Boots
Build Item Healing Potion Healing Potion
4
Build Item Multi Potion Multi Potion
2

Build example (Critical strike based)

Build Item Hunter's Blessing Hunter's Blessing
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ninja Tabi Ninja Tabi
Build Item The Executioner The Executioner
Build Item Rage Rage
Build Item Deathbringer Deathbringer

Build example (ATS based)

Build Item Hunter's Blessing Hunter's Blessing
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ninja Tabi Ninja Tabi
Build Item The Executioner The Executioner
Build Item Odysseus' Bow Odysseus' Bow
Build Item Demon Blade Demon Blade

Build example (Lifesteal based)

Build Item Hunter's Blessing Hunter's Blessing
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ninja Tabi Ninja Tabi
Build Item Asi Asi
Build Item The Executioner The Executioner
Build Item Odysseus' Bow Odysseus' Bow

Relic pool

Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads
Build Item Bracer of Radiance Bracer of Radiance

Situational items

Build Item Atalanta's Bow Atalanta's Bow
Build Item Bloodforge Bloodforge
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Fail-Not Fail-Not
Build Item Berserker's Shield Berserker's Shield
Build Item Ichaival Ichaival
Build Item Malice Malice
Build Item Rage Rage
Build Item Qin's Sais Qin's Sais
Build Item Silverbranch Bow Silverbranch Bow
Build Item Witchblade Witchblade
Build Item Winged Blade Winged Blade
Build Item Toxic Blade Toxic Blade
Build Item Poisoned Star Poisoned Star

Jing Wei's Skill Order

Persistent Gust

1 X Y
Persistent Gust
1 4 6 7 10

Explosive Bolts

2 A B
Explosive Bolts
3 8 11 12 14

Agility

3 B A
Agility
2 15 16 18 19

Air Strike

4 Y X
Air Strike
5 9 13 17 20
Persistent Gust
1 4 6 7 10

Persistent Gust

1 X
Jing Wei creates a gust of wind that damages enemies and knocks up enemy gods when summoned. The gust persists for 6s and continues to knock up and deal additional damage to enemies every 1s. If Jing Wei walks onto the area she is knocked into the air and gains an attack speed buff for 7s.

Ability Type: Circle, Knockup, Damage
Initial Damage: 90 / 140 / 190 / 240 / 290 (+90% of your Physical Power)
Damage Per Tick: 20 / 30 / 40 / 50 / 60 (+5% of your Physical Power)
Attack Speed Buff: 20 / 25 / 30 / 35 / 40%
Range/Radius: 55/10
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Explosive Bolts
3 8 11 12 14

Explosive Bolts

2 A
Jing Wei loads her crossbow with explosive bolts that augment her next 3 Basic Attacks. These attacks are wider, have increased critical chance, and deal area of effect damage.

Ability Type: Area Basic, Buff
Crit Chance: 0 / 5 / 10 / 15 / 20%
Damage Per Shot: 110% of your Physical Power
Range/Radius: 55/8
Cost: 50
Cooldown: 10s
Agility
2 15 16 18 19

Agility

3 B
Jing Wei dashes straight forward. She may use this ability while knocked into the air for a longer range dash. She also gains a 5s increase to Physical Power and Movement Speed upon using Agility. The effect of this buff is increased if Agility is used from the air.

Ability Type: Line, Dash
Power: 10 / 15 / 20 / 25 / 30
Movement Speed: 15%
Air Power: 30 / 35 / 40 / 45 / 50
Air Movement Speed: 25%
Range: 35/55
Cost: 60
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Air Strike
5 9 13 17 20

Air Strike

4 Y
Jing Wei channels briefly before taking to the sky. She then flies forward and upward while covering the area below her in explosions that damage all enemies in the area. After her attack she hovers for up to 2s before landing at a ground target location.

Ability Type: Line, Damage
Damage: 220 / 310 / 400 / 490 / 580 (+120% of your Physical Power)
Range: 70
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Jing Wei Threats

Tap each threat level to view Jing Wei’s threats

Max
2
Major
8
Even
5
Minor
2
Tiny
1

Jing Wei: The Oathkeeper

Hi! Feel welcome to my Jing Wei guide. I wanted to bring this up because she doesn't receives the love she deserves, she is well placed in the meta and her playstyle is different from other hunters. I'm FootFetish, a really active user in this site and very humble for my guides, which i'll leave some of my guides at the end of this guide, if you wish to search for more of my work. (Sorry for the cheap spam)
Now let's get it started!


Stats:


Jing Wei



The Oathkeeper







STATS







Level 1

Level 20


Abilities:


Rapid Reincarnation
Passive



-
-

Leaving the fountain, Jing Wei receives crowd control immunity as she ascends to the skies of the battleground. She receives a short ammount of time to fly across any obstacle with increased movement speed before landing at a chosen area, otherwise if the ability reaches maximum range it will land automatically.
-
-

Duration: 4 seconds.
-
-

Persistent gust
First ability





Jing creates a wind gust that damages and knocks enemies up when casted. The gust persists for 6 seconds, dealing minor damage to enemies in the area each second. Jing Wei can stand on the gust; when done, she will be knocked up and receive an attack speed boost that remains for 7 seconds.

Initial Damage: 90/140/190/240/290 (+90%)
Damage Per Tick: 10/20/30/40/50 (+5%)
Attack Speed Buff: 20/25/30/35/40%.
Cooldown: 14 seconds.

Explosive bolts
Second ability



-
-

Jing Wei boosts her bow. Now, she has 3 empowered attacks. These will hit in a 8-unit radius around the first enemy hit, and they will receive increased critical strike chance.

Note: This ability instantly goes on cooldown when activating it, even if you haven't wasted any attack of this ability.

-
-

Critical strike chance: 0/5/10/15/20%
Cooldown: 14 seconds.
-
-
-

Agility
Third ability




Jing Wei dashes forward to a short distance. After finishing the dash, she receives additional movement speed and physical power for a determinated duration.
Jing Wei can escape from any kind of knock-ups with this ability. If she does such thing, the movement speed and physical power buff are increased.

Note: this ability interacts with Persistent Gust.

Range: 35 Air range: 55
Power buff: 10/15/20/25/30
Air power buff: 20/25/30/35/40
Movement buff: 20%. Air buff: 30%.
Cooldown: 18/18/17/17/16 seconds.

Air Strike


Ultimate ability




Jing Wei prepares briefly to dash up and forward, damaging all enemies in the area below her with three shots. Jing Wei is crowd control immune while dashing, and crowd control immune while charging up the ability.

When she finishes casting the shots, she can pick a location where she wants to land for two seconds before being automatically forced to land in the area she is pointing to.


Damage: 220/310/400/490/580 (+100%)
Cooldown: 90 seconds.

Pros & Cons:


PROS:

> Insane built-in steroids.

> Great late game.

> Incredible mobility.

> CC immunity.

> Decent crowd control.

> Can't get behind
( Rapid Reincarnation).

> Good objective secure.

CONS:
-
-


> Long cooldowns.

> Bad lane clear.

> Questionable early game.

> Squishy.

> No useful passive in 1v1.

-
-

Early game:

Early game:



In the very early game, Jing Wei has a unique strenght: she can fight as much as she wants and go back to base and return via passive, Rapid Reincarnation. This said, you should abuse it! Ask your support to help you with the aggression since you don't have a really good early game damage and if you take too much damage or lose too much mana you should just go back to base and refuel! You can abuse from your passive. Took too much damage? Back. You're playing from behind and can't reach the wave for XP? Back. Finished killing an objective and need to go to a teamfight? Back. Need to kill titan? Back. Nah, just kidding. But you get the point, right? It's very easy with Jing Wei to aggress people because her passive gives her invulnerabilities in the early game. That's something that has helped her climb the meta; slowly, but gently.
This early game pressure boost takes us to the next point to explore in the early game, which is something very important for a duo laner:


Invading:



Invading: Consists in going for the enemy team's void camp, usually after the first wave or second, if you have reachen a certain ammount of pressure and poke on the enemy.

Invading is very dangerous, but when done right it gives a good lead to your early game. For invading, ask yourself three questions:


How is lane pressure going?

Where are the enemies?

Can enemies steal the buff easily?


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Pressure



In the very early game, a duo laner's function is clear the minion wave and poke the enemy with basic attacks and abilities. This is very useful to put your enemies at risk and abstain them from getting farm. You can use Persistent Gust before the minion waves meet, fight the enemy ADC and support to basic attacks and if you took to much damage just return to base and return flying into Rapid Reincarnation. This can only be done by Jing Wei; but other ADCs and supports have other pressure tools, such as high crowd control ( Crushing Earth), pets ( Kaldr, The Winter Wolf), or high DPS ( The Morrigan; Doomsayer, Sol, Unstable Manifestation).
Pressure is not essential; but as we said is very useful. It can give you a good advantage.

If you managed to apply enough pressure on the enemies, you will be free to invade, but if you haven't, don't even bother invading. Go for your own void camp or try to steal their void camp through the walls.




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Map Awareness


Knowing the position of the mid laner or the jungler is essential for invading. If the jungler for whichever reason is rotating towards you with the mid laner, you and your support will die! But don't worry. Map awareness when invading is very easy to learn; if you don't see the jungler, don't invade. There are a lot of routes in the jungle: yellow buff > red buff > mid lane harpies, yellow buff > blue buff > back camps, or even yellow buff > red buff > void camp if they want to focus in the duo lane. If you don't know where the jungler is, keep focused in the lane and your own void camp. Some junglers with early agression such as Arachne or Awilix can be looking to counter-invade your invation. If they kill you, altough you have your Rapid Reincarnation which allows you to not lose any farm, you will start the match from behind. This significates a big issue for you since Jing Wei needs to arrive to late game to develop her true power.
If you don't see the mid laner, either, this will mostly of the times be because they are in the red buff with their junglers or in the mid harpies with or without their junglers. This means that if you invade and the enemy duo laners ask for help, the enemy mid laner and jungler will be around to come and gank you and your support. Mid laners such as Ullr, Eset and Discordia are only three of the bunch of mid laners with good early game; this means that if they come around they are going to kill you. If the invade goes wrong, as it would be in these last cases, you will put 4 allies behind, including yourself (Jungler, mid laner, support and you, ADC).


If you see the jungler and mid laner in the mini map, you can invade. But only if you can do it quick.





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Securing



Securing is very important when it comes to invading. You need to know the enemy ADCs and supports and if their abilities can go through walls or if their abilities are specially good to secure from a long range ( Suppress The Insolent, Ricochet, Unravel).
If their abilities can go through walls, then nothing will affirm you that your invade will finish succesfully. But now, if the enemy tries to contest, use Persistent Gust to make the last shot in the camp. This will prevent the enemy from taking it. You can also bodyblock the enemies from the camp, or poking them very hard to the point they have to retreat; but this last option doesn't always work. Or just trust in yourself!

There's not much to do about this certain point, but if the enemy duo lane is formed by gods that can't throw abilities through walls (For example: Sol and Athena), there's 0 chance that they steal it through a wall. Evaluate the situation, and take the right choices!

Mid game:

Mid game:



Mid game is where you start stucking all together and showing your real potential. You already have penetration (i hope you do), and a bunch of power from Devourer's Gauntlet stacks, which means you can already do consistent damage. Your DPS is high enough to survive in teamfights and your lifesteal is perfect to take 1v1 fights and trade with the enemies, or turning around a gank. Anyways, some mid-game focused characters can deal perfectly with you, such as Bastet or Neith, which means you still have to be careful.
In the mid game, rotations are very important and these will decide your late game. As an ADC, you have to know when to rotate to not lose any farm and mantain your lead. I'll give you some tricks for rotating succesfully:




ROTATING



Rotating is hard to understand and learn, at least when you're ADC, and the late game depends on you. To learn how to rotate, ignore totally everyone's calls, and ask yourself three questions:



How valuable is for me to rotate?

What potential do I have to succeed in the rotation?

Will i lose a lot of farm?



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Evaluate the situation:




As you should understand by now, asking yourself questions is very important. How is my team doing? How is the enemy team doing? Level differences? Items? Leads?... Asking yourself questions will help you performing better.
Now, you have to carefully determine if your enemy deserves your help. If your team wants your rotation to get rid of the enemy jungler for invading the blue buff, let them be. You can't just travel across the map for a kill and a buff.
But now, if your support calls you to mid lane for a teamfight or to steal an objective (or killing an objective), you'll have to rotate. These are important things that you need to help your team, since you have insane DPS and high sustain with your lifesteal. You are the only member of the team that can do an objective by yourself or after a fight. This means that if your team needs you for specific and important things, assist them.

However, if you're behind, you can rotate to kill just an enemy or to defend another lane, since these are things that can get you slightly and slowly ahead, and make you perform better in the late game.




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Know your enemies



Another important thing is to know your enemies. In the mid game, some gods are more powerful than others, of course. This means that you have to know your ally's potential and your enemy's potential, and know what each god can do. If you have an allied aggressive support, such as Ymir or Bacchus, and an enemy late game assassin like Nemesis, it's enough to rotate. You will mostly succeed. Nothing is guaranteed; the enemy can pop up from somewhere and kill you, but you can't live without trying, amirite?
If you have a Bastet, character that is mostly talented in the mid game, as an enemy, and an Aphrodite as a mid laner, which is a late game character, don't rotate. Let the support, which is tanky and can take a lot of damage (most of the times) do his job.




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Pros & Cons of rotating



As Jing Wei, as i told you before, your main mission is arrive to late game. There, you will show your real strenghts. But now, rotating puts a barrier in this objective. It denies your farm for a while, and you do waste your farm helping your teammates but that can't always work to the perfection. This is why you have to know what are the strenghts and weaknesses of rotating. You must know that you will lose farm by all terms. This means that you will have to think if the rotation is valuable, as we saw in the last part. Rotating also implies moving around the map, which can succeed in giving you farm from jungle camps or the mid lane, or even an objective. This means that you will lose some useful farm, but may win some more by reward of rotating.
Another pro when rotating, is that after a teamfight, as i told you, you are the only one that can kill an objective with no help from teammates. This means that if the rotations succeeds, you might give your team a big advantage by awarding you and them with cash-cash. But, when the rotation gets turned around, you might die, and all this will go directly to the trash can.

So remember, rotating isn't always going to succeed, so evaluate your farm and see who will be affected more if you rotate; you, or the enemy team.

Late game:

Late game:



Now, this is straight up simple. You don't need to ask questions for this part. All you have to do is group up with your team, and get 'em!
Now you're the mother, the *****, the queen, the powerhouse. You rule in the late game.
If you arrived to late game, you can do whatever you want to do. You have crazy DPS, dumb mobility and even objective securing and crowd control. If you know how to use it for you and your team's benefit, you will destroy!




Well, but not so fast. There are some things you need to know; which are very important.

Tips:

Tips for Jing Wei




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Jing Wei relies a lot from her abilities, altough confusedly being a basic attack based hunter. She has a lot of stims and self-buffs in her abilities, which means that in your build you won't include so much critical strike chance ( ) or attack speed ( ). This can be dangerous, because when your abilities (or mostly your steroids) are on cooldown, you will be slightly weaker than other hunters, altough still being very strong.
There is nothing to do to deal with this, but just focus your build in filling the pieces that your abilities in cooldown can't fill.


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Mostly, as Jing Wei, you have to know when to give your Persistent Gust + Agility combo. This combo drains a lot of mana; which means that when you can be in potential danger you have to save your mana.
My tip for this is to use Agility without Persistent Gust. Agility is still a dash; which means you will be moving a few units, and with the unique steroid this ability gives, you also have a movement speed boost. Anyways, if you have mana, try to use both of your abilities together to be away from danger faster.
My quick solution for this problem is always have a Mana Potion or a Multi Potion in hand.


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When fighting, is more valuable to use your abilities to stim yourself, and not to damage the enemy. What i mean with this, is that Persistent Gust might be used when you can damage the enemy and you can safely knock yourself up and dash to get the power buff and attack speed steroid. This will increase very significantly your DPS, and allow you to kill or damage enemies quicklier and more effectively.


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Don't be scared to abuse your Rapid Reincarnation! This is something i see constantly with Jing Wei players. Nobody will take it away from you. Back whenever you need to. This will give you a bunch of advantages when facing your enemy, such as never losing your farm, or being almost unkillable for your short appereances in lane.
I personally like to back whenever i have 1500 gold or more, but when i'm behind i back whenever i need to. Even if i just want to do back camps, i back, travel to back camps, back and travel back to lane.

All for now!

Thanks for reading. Not playing smite much anymore, so i won't be adding a lot of important things to this guide aside from new stats, item changes and build updates. Drink a lot of water and good day!

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Collapse All Comments

1
Kriega1 (143) | November 21, 2019 5:41am
Where's Fail-Not?

Also Berserker's Shield is not a hunter item, Frostbound is a bit... troll, and Atalanta's is more of a AA-jungler item.
1
FootFetish (4) | March 6, 2020 7:49am
I had the idea about Fail-Not being useless on Jing Wei because only in very rare ocasions she uses her ult offensively, but now that you mention it i think i can fit it in a build.

Berserker's Shield is not, but i don't know. If you're behind or getting ganked a lot it can be pretty useful since Jing Wei is not the best stacker. Then Frostbound... yeah it is, lol. I might take it off. Do you think Atalanta's is any bad on hunters? I've tried it a few times and it was nothing to die for but it was OK.
2
xmysterionz (72) | September 2, 2019 7:38am
Hi foot,

Congrats for your new guide, it seems to be well written and well bbcoded.

I would just recommend you put some notes with replacement items for Hunter's Blessing and Ninja Tabi/ Warrior Tabi late game after the Elixir of Speed.

You can do it like I did on my Cupid guide and put 7 items and write notes to the reader knows that the last is a replacement.
1
FootFetish (4) | September 7, 2019 2:07pm
oh i thought i did placed those... thanks for commenting. anyways, in situational items there are a few items you can take. i'll do it, tho
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