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Artemis is a strange goddess in SMITE, one that I consider to be the only real "hyper carry" in the game (so far). Her damage potential is unmatched by any other god, but that potential comes with the downside of being really weak early game, and being squishy all the time.
If you play her right, she can be a (un?)holy terror to the enemy team, capable of near-instantly killing any god that goes off alone and forcing them to waste time trying to gank you. If you play her wrong, you will be worse than if you left that match at the start. You will be a dead weight on your team, constantly being ganked and told to uninstall your game, possibly by the admin or God.
Overall, she is a very risky but very rewarding goddess.
Pros |
- God melter at late/mid game. - Versatile skills. - Powerful self-buffing skill. - Great poking skill and AoE slow. - Crits are reliable earlier compared to other gods. |
|
Cons |
- Squishiest God Ever. Of all time. - Possibly the worst early-game god. - Utility skills means less damage. - Lacks an escape. |
This phase of the game is the worst for any carry, but especially hard on Artemis. Mainly, because her passive is bloody useless.
At most, you get a 15% chance of double damage. Statistically speaking, only about one in every seven hits is going to crit. These are not odds you want to rely on in a fight.
Play defensively. Use your range to your advantage. Place wards in jungle choke points and other key areas to avoid ganks. Be knowledgeable. Know your enemies' movesets and strategies. Think ahead. If Apollo is in your lane, be wary of his rush and ultimate. If Loki is in your lane, stay near your tower and place a trap. This may just sound like generic advice, but Artemis can deplete her entire HP bar in a few seconds. You must
be two steps ahead.
And above all else, stay alive. Use your mana-hungry abilities sparingly, and sustain with your lifesteal. You do not want to be underleveled, and being dead is usually the quickest way to achieve that.
This is pretty simple. At early levels, the last hit bonus will offer a significant advantage, so I'd recommend working on the archers in the back while your mooks take out the guys in front.
Place wards. Don't be stupid. 'Nuff said.
There is a glaring flaw in my build: The lack of penetration, at least until the late game. My build has later penetration for earlier reliability. If you wish, you can swap the Rage for the Executioner if the enemy team has more bruisers or tanks than carries.
At last, Artemis has blossomed! By the time the laning phase is almost over, you should have at least a few stacks of Devourer's Gloves, and perhaps a stack of Rage. You will be critting far more reliably, and now you can gank squishies quite easily.
At this point, you are hopefully a priority target. If you are not, just continue to farm cautiously until you have Rage. It is a waste of a passive to have it as a slightly beneficial but ultimately negligible bonus.
By now, you know the drill. Use your speed to jump from lane to lane and gank people. If you are not a threat, make yourself a threat.
By the time you get the Deathbringer, you will start to melt people, regardless of role. It is now time to consider your finishing item.
If they have a lot of high-HP gods, try the Qin's Blades. If there is an annoying god who has built a lot of Physical Defense, get the Titan's Bane. Need Cooldown? Jotuun's Wrath. If they're just too fast for you or you need a generic finisher, the Fatalis or Frostbound Hammer will do fine.
Artemis is the best character at single target damage. It makes her near-unbeatable one-on-one, great in the side lane with a partner, but a bit lackluster in team fights. This means that no matter what happens, you must stick to your target.
Ahem. Please excuse the hyperbole there. Feel free to jab a nearby god with low health to finish them off. But for the most part, pick a target and stay on them like a bloodhound.
I've said this once, and I'll say it a thousand times: Artemis is squishy. Her main defense is attacking the enemy god with maximum speed, power, and accuracy, which can be trying in a one-on-one fight, let alone a team fight. If you spread your damage among multiple targets, that will keep enemy gods alive longer, which means Artemis will continue to receive damage.
Because of this, it is essential to know her defensive strategies. Her defense has three components: Power, Lifesteal, and Dodging.
The Lifesteal is simple enough. Do enough damage to mitigate some of the damage you are receiving. Simple, but there's one problem: If you don't do enough damage, even 50% Lifesteal won't matter.
The damage is something else. There are multiple ways to deal damage. You could try for raw physical power. You could try to manipulate some items' passives, like the Hydra's Lament or the Eye of Retaliation. However, the one I use, and the one supported by Artemis' passive, is a critical damage build.
In the end, the type of damage isn't too important. All that matters is inflicting as much damage as possible to an enemy god in the shortest period of time.
Dodging is not speed. Speed can help, but dodging is also about predicting your opponent's attacks. This is near-completely dependent on player skill, so I can't really give any advice other than saying it's important.
Dodging accomplishes a lot:
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Looks like we've been blessed with a competent guide maker, here. Welcome to Smitefire, citizen!
Why the 3rd build is a do not try build...that seems counter-intuitive
An items section
A skills section
But as I said, the amount of information in this guide is unparalleled. You describe exactly how to play Artemis, and you defend the build in each circumstance, plugging up and holes or downsides to the build with immense positives. Keep it up!