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?
1 potion, sip after jungle clear or after first minion wave. Do not replenish
I no longer use Blink Rune
Tap each threat level to view Da Ji’s threats
Tap each synergy level to view Da Ji’s synergies
Good for tanky teams
I started playing Da Ji in August 2021. she is CRAZY fun and honestly might be my new favorite god. I've been using this setup since I started and had some of the best matches I've had in this game. This build makes her feel powerful, fast, and honestly, kinda scary (most of the time mid-late game, players literally run away when they hear the claws. its great)
This build is not what you'd usually see for Da Ji as it primarily focuses auto attacks over abilities. Some people try to tell me that this build wouldn't work, but scoreboard says otherwise.
If you don’t even want to use this build, at least give Da Ji a try! HANDS. DOWN. the most fun I've had playing smite in a while.
If you think I can make the build better, please give me whatever tips you got! :)
Hydra's Lament
- This item is a no brainer. Da Ji has some GREAT abilities and her bleeding effect makes her extra deadly. A damaging dash, burning and bleeding, even a teleport. Hydra's increases your next basic attack after using an ability by 40%. This is never not a good thing. Early game it helps secure kills on those pesky early runners. Late game, it is the core gimmick of the build itself. As someone who started playing exclusive mage, this item reminded me of polynomicon without the cooldown. In addition, it provides MP5 and 10% CDR which just lets you use this more. This item DOES trigger when activating horrible burns. Because there is no cooldown on this bonus damage effect (but there is an 8 second timer to actually use it), you can combo Trickster Spirit->BA->Horrible Burns->BA for some very reliable and very deadly burst damage. Late game, it's a death sentence to mages, assassins, and hunters, and even some warriors and guardians.
Serrated Edge
The biggest attraction with this item is the 20% physical Penetration and the 7% movement speed. With the removal of boots, a speedy assassin is a successful assassin. Combined with the slow from horrible burns, you WILL be faster than them. and can put the pressure on. Getting this as item number 2 not only gives you a speed advantage for eliminating runners, but the 20% early penetration helps to keep harassing warriors on their toes. It's passive, directly compliments this build play style. Because it relies on basics following abilities, the passive triggers almost at max immediately upon closing the gap. By doing the ccombo above, you already trigger 2 cooldowns, granting 20 extra physical power and 6% additional lifesteal. Stacked with the lifesteal provided by the item itself, it helps with sustain and escape once the enemy team realizes you've pounced their backline. Additionally, because there is NO CDR help on this build at all, once you've begun your combo, by the time an opponent reacts, you will be at full proc for the item.
Rage
Rage is decently cheap for the crit chance it gives. At third item, it's a LITTLE bit late in the match (serrated is pretty expensive) but the crit chance it gets when it evolves makes you an immediate danger to mages and assassins.
Wind Demon
More Crit. Cant go wrong. Plus the attack speed increase lets you put on more pressure. The effect procs make you dangerous each kill. Sneak around that back line, pick off their hunter and work your way up.
Deathbringer
at this point, your crit chance is going to be crazy high. Once you have deathbringer maxed, you WILL be a death sentence to any mage, hunter, or assassin. In my experience, once you have death bringer, the combo above utilizing hydras will 2 shot most mages and assassins. 3 tap on hunters, and will let you hold your own against warriors.
Dominance
Heartseeker used to be here but I have since switched to Dominance. Heartseeker is still a VERY good final item and if you choose to use it, by all means use it. My play style focuses around basics over abilities and lately I have found more players building defensively. Since this build focuses on BA over abilities, this helps you punch through defenses and scare the warriors and guardians. Now i don’t know all the exact math that goes into damage concerning crit damage and damage overall, but once you've built dominance, your crits on assassins, mages, and hunters reach between 999-1200 with the hydras bump. It is actual insanity. I one tapped a scylla once and jumped out of my freaking chair.
Jotuun's Wrath
penetration and 20% CDR. This should really speak for itself. BUT the reason this is on the beefy enemy team build is because of the CDR and the 150 Mana. If the enemy team is tanky, you will need that damage bump from Hydras more often. The 20% early CDR helps achieve this and the mana compensates for the extra ability use.
I WANT TO NOTE
it is VERY easy to get caught up in how fast you can kill with this. YOU MUST REMEMBER THAT YOU ARE STILL AN ASSASSIN AND AS SUCH ARE VERY EASY TO KILL. DO NOT get reckless. You can be a little cocky though
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
- Cannonballs1109
Support starters can definitely be good, and they're cheaper than most other starters. War Flag is pretty nice there, while Sentinel's Gift has some good sustain built in. I wouldn't bother with Benevolence though.
ADC starters are very situational. Leather Cowl is probably worth for the lifesteal and AS, but I wouldn't pick up either Death's Toll or Gilded Arrow in Arena.
Don't really like most of the Solo starters for Arena...if you go with Bluestone or Axe, I'd just pick up at level 20...though Tainted Steel can be very functional if facing a healing-heavy team.
Mage starters can also be okay, but I'd limit starting those to either Sands of Time (immediate 10% CDR) or maaayyyybe Vampiric Shroud.
Anyway, for your question, starter items are usually most effective for the Conquest mode, and that's how they were designed. Conquest is a much slower mode where you don't have big teamfights early game. You're in lane (or roaming the jungle), and you're looking to maximize your efficiency with regard to farming, sustain, etc. The starter items are cheap and give you some benefits for the role you're playing, depending on which starter you choose. Da Ji is a typical Jungler, and would usually pick up Manikin Scepter, Bumba's Dagger, or Eye Of The Jungle, and they help early camp clear and situationally aggression, while providing sustain in different ways.
But in Arena, the match is immediately a teamfight, and gold spooling (gold per second) is very high in comparison, so buying cheap, efficient early items isn't as much of a big deal. Many times you'll just skip a starter in Arena, and this person does so here.
What some people might opt to do is get a fully upgraded starter item later in the game once they hit 20 (or 17 if you're getting a supp starter/upgrade). Situationally, those can be very strong, but it depends on what type of build you're going for.
As of last night though I have been trying to incorporate Jotunn's and it definitely feels like I was able to do more surprise killing, but I felt my damage suffer compared to the usual. (I swapped deathbringer for it) If you had to swap out something from mine for Jotunn's or crusher, what would you swap?
I don't doubt that you get some nice burst esp via Hydra's + crits, and that's absolutely something you can go for in an Arena situation. When you're going with the Jotunn's / CDR type builds, I think you're looking more for consistent engagement and teamfight function w/ more ults. This type of build is more of an all-in 1v1 kill attempt every time you engage.
A lot of times, these off-meta builds are very trolly and completely forget things like penetration, but you have this covered very well. I might say that one alternative you might consider would be to switch Heartseeker with Dominance. Similar in many ways, but Dom is not only cheaper but will get you more oomph out of your basics. You might also consider Fail-Not in place of either Rage or Wind Demon...that will make you more hybrid and get you the CDR that she usually uses.