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Poisoned Star is an alternative to Wind Demon, I just prefer Wind Demon
Wind Demon/Poisoned Star and The Executioner are interchangeable
Devourer's Gauntlet is another great Hunter item and only requires 70 stacks which is easy for Medusa and her Acid Spray
The Executioner is a standard Hunter item, it has good AS and reduces protections
Branmuffin was very helpful and provided a whole slew of different crit combinations and their uses in the discussion, as well as another perspective on ability leveling-please check it out. I added my favorites to the Build itself but there are more.
Early Game: With Medusa's 2nd ability, clearing minion waves is a cinch so do that to build Devos Gauntlet. Also try to secure damage camp the start of the game.
Mid Game: Get damage camp. Watch jungle/damage camp flanks-if it's one person you can shut them down fast. Work with your team to isolate enemies and combo them.
Late Game: Option to leave damage camp to mages/assassins. Work with tanks to bait squishies away from enemy tanks. One of my favorite strats is to let your friendly tank initiate, let assassin/mage deal some damage and retreat, then use Petrify to freeze enemy Gods chasing the mage/assassin and proceed to combo the **** out them. The other strat is to hide in the backdoor and wait until the enemy retreats and Petrify them then.
Note: I'm not super versed in how each God is supposed to play at each stage, but as Medusa in Joust, I find if you hit your combos and you aren't under-leveled you can generally secure kills
Tips:
-Medusa's Lacerate can be used as an escape, but since it stops on the first God hit, all it takes is someone to walk in front of you to stop it
-You can activate Medusa's 1 Viper Shot while inside the fountain, then wait for the mana to recharge and have it for free for your next AA, as it lasts until 3/4 Basic Attacks depending on the abilities level
-For a late game, huge burst of damage at a fleeing target, Petrify can be used almost as an execute, as it does a base of 700 damage +100% physical power (Damage is reduced by 75% when enemies are faced away and it doesn't Petrify)(Even if that doesn't kill them it has a 40% slow for 3 seconds at rank 5 that will let you chase them down and kill them quickly)
-FUN FACT: Don't ever do this, but when this build is maxed you can solo Bull Demon King or even Fire Giant by yourself (Pretty easily actually, but again: DO NOT)
If Petrify is up: 1, 4, 3, AA, 2
If Petrify is down: 1, 3, AA, 2
Medusa's 2nd ability Acid Spray can be used to detonate statues created my Petrify, but since I follow Petrify up with Lacerate and AAs I've never had a use for it
Acid Spray can be used as a burst finisher after the target's health is lowered by AAs, or you can save it for minions, it's your choice.
Sidewinder is a good passive you never have to worry about as it's always active, and it helps increase your mobility. A tip is to jink left and right when facing other Hunters; You won't be slowed at all like they would if they tried, and it can help you evade all that sweet, sweet penetration
Viper Shot is maxed out first because of it's sheer usefulness. It increased your firing speed each level (40%, 50%, 60%, 70%, 80%) allowing you to force fast damage into your target's face. It also applies poison that can help kill fleeing enemies, especially if they were to use Heavenly Wings to escape
I build Lacerate over Acid Spray because it's a key follow up/initiator, whereas Acid Spray is mostly a wave clear (I get how people say "It's not a good wave clear until you level it up", but since other abilities take priority for the first ability max, your items should give you the attack speed and damage needed to kill them) or a burst
Build Petrify as it becomes available because it's an amazing Ultimate and a great stage setter for your best combo
Pros:
-Good wave clear
-Strong and easy combos
-Strong Mid and Late game
-Badass Snake Gorgon
Cons:
-Bad escape
-Gets crits late
-Weaker Early game
-Literally so ugly you'll turn people to stone
I nearly always play Joust with my Mage Main Friend (MMF), and I'll only play Medusa if the 3rd person goes a Warrior or Guardian. As an ADC, Medusa has no protections and my MMF is either playing Hel or Ah Puch depending on their mood, which leaves pretty much no protection or blob of health to cower behind. It's great to pick a God in the hopes of fragging out, but you need someone to protect you in order to maximize your pick. Just something to keep in mind I guess.
Also, I can't remember if I modded this build from someone on SMITEFire or if it's a carbon copy, but I'm posting it just in case it's original. If you're reading this and you created this build, hey, it works. And sorry for rewriting what you did.
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Or you can just ask in a forum, and we could break down a specific god of your choice if there's no real current guide available.
Alright, gonna start with the build. Here are typically the things I suggest in any ADC build:
So, it's important to know...which do you prefer more? Qin's or crits? This is one reason I keep my options open. I have a base Qin's build that I like against tankier comps. I might go crit against squishier comps.
When you go the Qin's path, and you look to get your base AS as high as possible (keep in mind cap is 2.5), you will likely overcap when you use Viper. That's okay, as the enemy might build some AS slows (e.g. Midgardian Mail, Horrific Emblem, Witchblade, Ichaival) or have some AS slows in their kit (e.g. Chaac's Rain Dance), but you can also itemize to take what advantage you can when overcapping, by considering Silverbranch Bow. It has solid stats all around too.
When you DO go crits for Medusa or any hunter, if you go the Wind Demon path, I personally would suggest 3x crit by getting Poisoned Star as the 3rd crit item. Between WD and DB, that's only 45% crit chance. That's okay, but I prefer a bit higher, and PS will get you to 60%. The other route you could consider is Rage, as between just that and DB you get 65%, and that frees up another slot for whatever else you might want (like Ichaival).
Now let's see...the rest of your writeup.
As for Acid Spray, I was never a fan of it in general to be honest. For me, having the ability to stop a God in their tracks and set up combos was more important than minion clear. BUT I will say this: I made a note in the bottom of my build that I play with a mage main whenever I do Joust. They always build stacks, and I find that I just get minions at low or mid health, it makes their job easier. And once they are finished with stacks is when I'll focus more on Acid Spray for a quick clear instead of letting my teammate get stacks. So what you're saying is true and it makes sense, but it just never applied to me when I played.
And because I have 2 of the crit builds already in the full build examples I'm just going to go ahead and leave them there (Rage, DB, WD in mine and PS/WD and DB in Gulf's build). I'll refer them to this particular post so they can see the full extent of the combinations and their purposes.
In your Qin's build...you uh...forgot Qin's. I'm guessing you want it where Asi currently shows (after Exe). O-Bow last is fine, and I would consider that last slot the flex spot.
I see what you're saying about Gulf's build, and I'm thinking I agree, especially since it gets Warrior Tabi instead of Ninja Tabi, you just aren't getting the same AS value. I swapped it in my build so thanks.
Well, that's Bran for you :p