Item 2 - Hastened Katana
PASSIVE - Hitting an enemy with a Basic Attack Grants Haste for 1s, causing you to be immune from Basic Attack Movement Penalty.
Hastened Katana is
Arachne's first power spike item.
The Haste on
Hastened Katana's Passive provides an insane boost to
Arachne's kill potential, allowing her to easily out pace any God as long as their main forms of escape and crowd control options are down.
Hastened Katana ensures that
Arachne will stick to any enemy God she wishes, allowing her to kite abilities, along with jungle camps and objectives without a second thought.
The additional attack speed and movement speed that
Katana offers is the main focus on any Arachne build: Having fast legs and arms. If your item doesn't give you attack speed, movement speed, or both, then there are a lot better options for
Arachne.
Item 3 - Stone Cutting Sword
PASSIVE - Melee Basic Attacks decrease enemy Physical protections by 7, and increase your physical protection by 5 for 3s (max. 3 Stacks)
Stone Cutting Sword received a decent nerf in the recent
8.8 bonus update, though these changes didn't affect how the item would interact with
Arachne.
Arachne already deals damage based on the enemy God's health, so what else would she need? Penetration.
Stone Cutting Sword allows Arachne to, not only shred protections, but to buff her own, allowing her to deal extremely consistent damage to those she can combo.
Though
Stone Cutting Sword isn't as extreme of a power spike as
Arachne's other options, what it does to her damage is a must-have on most builds.
item 4 - Serrated Edge
PASSIVE - For every non-ultimate ability on cooldown you gain a stack of Cruelty.
Each stack provides 10 Physical Power and 3% Physical Lifesteal.
Ladies and Gentlemen, may I introduce the one item designed solely around
Arachne,
Serrated Edge.
As of update 8.9,
Serrated Edge is an insane item by itself, even with Gods that it doesn't synergise with, it's still, arguably, the best life steal item for assassins.
Luckily for us, not only is
Serrated Edge insane, it's even better on
Arachne.
Think, what God actives all of their non-ultimate abilities in quick succession and benefits greatly from physical lifesteal? That's right, this little spider.
Serrated Edge gives
Arachne not only an insane power spike in it's passive, but +10% Physical Lifesteal AND +20% Penetration.
Even when this item inevitably gets nerfed in a future update,
Serrated Edge will still be a fantastic buy on
Arachne.
item 5 Options
Qin's Sais
PASSIVE - On Basic Attack hits, deal Physical Damage equal to 3% of the target's maximum Health. If the target has over 2000 Health, the bonus damage scales up.
This effect reaches a maximum of 5% of the targets Maximum Health at 2750 Health.
So far, we have discussed the great itemisation
Arachne has; she gains movement speed and attack speed with all of the
Katana variants, along with penetration from
Stone Cutting Sword, lifesteal from
Serrated Edge and utility from
Golden Blade and
Hastened Katana whilst dealing huge damage with Manikins Scepter, what else do we need?
Well, the 5th item (if you don't include starter items) can vary on
Arachne, the build is already perfect and doesn't really need anything else, so here, I will justify multiple items, the first being
Qin's Sais.
Remember
Arachne's Passive,
Predator?
Well, this is
Predator if it scaled with bonus health.
Qin's Sais has always been a good item on ADC's as it provides the tank shred that a lot of Hunters need,
Arachne is no exception to this. It allows her to deal even more health based damage meaning even tanks won't get shredded without a second thought.
Magi's Cloak
PASSIVE - Protects you from a single hard Crowd Control effect or Root once every 70 seconds.
When this occurs, you gain 1s of Crowd Control immunity.
Magi's Cloak is a solid defensive pick on any God, the ability to nullify any crowd control gives many options to escape if caught off guard. Having Magi's Cloak proc a hard crowd control allows you to immediately ult and escape any situation you're in.
Ultimately, you lose out of very good damage, but
Arachne already has a great amount in her kit to deal consistently high damage even with a defensive last item.
Dominance
PASSIVE - Your Basic Attacks benefit from an additional 15% Physical Penetration.
Dominance is a great penetration for auto attack heavy Gods, if you're fighting against a composition that has a large amount of tanks, then taking this item will definitely help.
"
Is there any reason you should take Dominance over Qin's Sais?" It depends;
Is the enemy comp focusing more on health, go Qin's Sais.
Is the enemy comp focusing more on protections, go Dominance.
Toxic Blade
PASSIVE - Enemies hit by your basic attacks gain 20% reduced healing,
stacking up to 2 times and lasting 6s.
Toxic Blade deals with Healing. That's it. Usually, it wouldn't be your job to apply anti-heal as you're mainly going to run people down faster than it to apply and be useful, so you aren't likely to build this unless you're really struggling, or your team is really struggling to not flame you for not taking anti-heal.
"Should I build Crit?"
Attacks that deal a critical hit will deal 2x damage.
The argument you will see from
Arachne players that aren't quite there with her yet is,
"Crit Arachne is really good."
I would like to come clean and say, No. Crit
Arachne is not good.
Arachne can already shred anything with her standard
Katana build, she doesn't need crit damage to deal more damage in a build that can already kill anything.
Crit items like
Rage and
Deathbringer also don't give her the necessary stats of movement speed or attack speed that she relies on, so she won't be activating her passive, or stacking
Manikin Scepter fast enough, or getting the stun of
Cocoon fast enough.
Hope this helped.
"Why would you take beads?"
Beads hives Arachne a way to immediatedly cleanse crowd control and ult in order to escape, it's a lot safer to burn both resources than to pre-ult a crowd control and play a guessing game. Beads is also so common in SMITE in general as every character has either a form of hard CC, or soft, so taking beads on any God is always worth it.
"Can she take other relics?"Technically? Yes. You can run Aegis, Beads, Sundering Spear, Horrific Emblem, etc. Should you take them? Well, it depends on your situation; if you're playing in an even game against Gods that you know will be able to shut you down, I'd much rather take Beads as a safe option in case I get shut down. If you're confident against the enemy composition, you can really take anything if you're so sure about it.
"What about Meditation?"NO!
"Your synergies and threats only cover mages and assassins, is there anything else?"Of course. The reason I primarily included this is that you're going to be going through midlane a lot and trying to synergise kills with your mage. The fact that Arachne is primarily 1v1 based focuses more on your matchup against the enemy jungler so those are the two I covered. Basically, if a God has a good amount of crowd control to shut you down, good enough movement options to downright ignore you, or the ability to prolong a fight for their teammates to join in, then it's best to avoid them.
I had been thinking about writing up a quick tips and build guide for Arachne, but I already have too much on my plate so I'm glad someone else did.
That said, hope you're willing to make some adjustments or at least some alternatives. Will provide some points, discussion appreciated.
That said, I do still feel Eye Of The Jungle is a viable starter and it would be nice to see it somewhere as a listed option. While you won't get as much early aggression from the burn damage, the attack speed in general is nice and you'll get what I'd consider to be more consistent health and mana sustain (at least while you're in the jungle). The added vision is also nice especially if you're able to steal enemy camps. Also, it costs 100 gold less, which can allow you to get HoG + potions rather than just HoG.
Jungle Bosses that move will no longer be bodyblocked by god pets (like Arachne’s spiders or Bastet’s cats).
That's bodyblocking, not aggro.
- Don't always use Venomous Bite when you're attacking an enemy. Since it provides a heal aspect, you may look to hold it for when you start taking damage to get more use out of the heal.
- Since Cocoon provides a stun, if you're not targeting a squishy specifically, you may want to use the ability on a god that channels a troublesome ability, as it will interrupt the channel.
- Probably obvious for most, but Web can be great to shake enemies chasing you. If you're retreating, you can turn and quickly throw it behind you, or you can throw it in front of you in a narrow jungle corridor to give yourself a short MS boost, drop any slows that are applied, and still make the broodlings provide an additional slow when the enemy moves through the web.
- Your intro to Night Crawler is awkward. I don't think most people think of Web as an escape tool as its first and foremost function. I would honestly drop that portion of the discussion.
You should never drop a Web on the Support buff. You're not going to be there to help clear it, your 2 broodlings won't clear it on their own, and it spawns at like 0:35 which is way late.
One other thing I'd mention, especially if you get Manikin Scepter as your starter, is that you can get 3 webs out, quickly back and fill up your mana (which if you drop 3 webs will be right around 1/2 mana), and get back to the Jungle camp right before it spawns. (FYI if you get Eye Of The Jungle instead, then you'll find yourself with almost full mana even after throwing your webs.) You want to purchase your items quickly at the start (< 5 sec from the start of the match), then start running out. You should always get your first one down on the Jungle camp. Then if you're dropping elsewhere, you can move there while your Web is on CD.
Here are the 2 main starts I would suggest:
1) If you get HoG: 3x on Speed to clear ASAP, HoG and clear large harpies, run to mid.
2) If you don't get HoG: 1x Web on Speed, 1x on large harpies, 1x on Speed (then back for mana if you got Manikin).
- The first of all being Eye Of The Jungle as a potential starter item.
I do feel like Eye Of The Jungle is fine, but I, personally, have never opted to take it on any Jungler. I recognise that it's a good item, but it feels lacklustre to me. The vision it gives isn't a good passive in comparison to the other jungle items and the attack speed is the only factor as to why you'll take it. With how the build pans out, you're going to be hitting the attack speed cap anyway, so this item's one redeeming quality won't be as dominant late game, where as Manikin Scepter, not only gives you the heal that Eye Of The Jungle doesn't, but also gives you the physical protection to take early duels, the basic attack damage with is stellar on Arachne, and the burn which aids in her damage significantly.
I don't disagree that Eye Of The Jungle isn't an alternate, I just don't see any reason to take it over Manikin Scepter. I understand that it's good, but I don't have enough experience and reasoning to experiment with it over the other options.
- Secondly, the options of Leashing I showed.
I do want to note that I showed all of those starts in the perspective of only benefitting the Arachne player, which, obviously, isn't something you'd primarily do in high levels of play, the other thing being picking Arachne in the first place. I've tested all of these starts and all of the laners still get level 2 off first wave, the difference in splitting red with an ADC vs splitting it with the Jungler is literally zero, and doing so won't hinder anyone. The only issues with these starts, aside from the notable ones that I used as examples that don't really benefit anyone (being the season 7 start) is the solo splitting farm, but they still get level 2 off first wave, so as long as they're playing with an Arachne in mind, they'll be fine.
I do think this segment of the guide was the most controversial as there's a lot of point of views where you can criticise it from, but I feel like it's a simple understanding of what Arachne does and showing people some examples will help them experiment themselves and learn better ways without just read a script off a guide.
- Thirdly, the itemisation.
You suggested replacing Hastened Katana with alternatives, and I did say that in the guide, but I find Hastened to be a justifiable item to take. Yes, it may not be the absolute best, but Arachne has a lot of attack speed items to choose from and they all fit different situations. You also said Qin's Sais should be more of a core item, and I did suggest building it in the final slot in the core unless they're something mandatory you need. As for what order you buy the Katana in, that also needs to fit the situation, I've played games with Stone Cutting Sword before Serrated Edge and vise versa. What's nice about that build is that most of the Katanas can be experimented with in many different ways. It's a good starting point for those who want to play Arachne and all-in-all a fine starting build, in my opinion, I've seen a plethora of people with many different views on what order items should be built on her, so having this as the standard and letting people experiment is fine with me.
- Fourthly, the ability usage.
I find what you've said to be fair, but like I said, I'm not exactly a high-skilled player, so doing things like skipping abilities to upgrade others isn't something I really do, merely out of the habit of wanting to press the big shiny button.
As for what you've said about particular abilities, I find a lot of it to be a bit redundant, suggesting to use a heal when needing it is self explanatory, along with stunning people who are channelling, but the fact that I haven't involved it is primarily my fault, so I will take the blame for that.
ALSO, the power build and comment about her gimmicks were primarily comedic and not to really be taken seriously. I hope you understand that about her gimmicks, but I can understand how people will take the power build seriously, but obviously it's not the core build so it won't be the thing dragging people's attention to when learning the God.
I hope I've covered most of the things you've said, if there's anything I've missed or things you desperately want me to add, then I most likely will.
I wanted the guide to have a primary focus on people who are entirely new to Arachne, or are learning her and maybe have a Mastery up to 5-6, what I've done here, I feel, covers that fine, but it's all up to interpretation.
THAT ALL BEING SAID, I have made some changes based on what you've said, and I'm glad to see someone willing to give a hand. :)
Thanks for taking the time to respond. Some further comments:
That said, a couple of your points are ones where I have a different perspective. 1) the attack speed ISN'T the only reason you take it, but it IS nice for gods that use attack speed well (like Arachne). The vision is in fact helpful (though situationally perhaps), but the early consistent HP5/MP5 is also useful, especially early game. And while it's not a huge difference, Manikin's application of power is basic attack damage, while Eye is power, so there's a slight difference in ability damage...admittedly very slight, but still.
As for attack speed capping, I wouldn't suggest building Arachne with that in mind. Sure, the AS boost when using Cocoon is huge, but it's NOT how you should determine when to stop building AS. It's extremely temporary (3 hits), and most of the rest of your damage is going to be from basics when Cocoon is NOT active. When you've got a build that incorporates Qin's Sais, it's extremely beneficial to have a build that will get as much out of that passive as possible, and the way you do that is with high pen and high BASE attack speed.
However, it's your build, and if you don't want Eye there, that's fine, because just opting for Manikin still gives you a good suggestion for people reading your guide. I would just say that you should maybe try experimenting just a bit more with it. And while the typical upgrade is Protector Of The Jungle (which has its own benefits), if you notice enemies are dropping wards often, you could opt into Seer Of The Jungle and get some really nice anti-ward function.
I should really try Eye Of The Jungle the next time I play her :)