Jungle will without a doubt be
Tsukuyomi's most played role. That can often go without saying of course, as he is an assassin.
Tsukuyomi is a utility based assassin that has immense potential to catch a target off god and make quick work of them using his high damage potential and plethora of CC to keep them still. His viability is not up for very much debate in the jungle.
I also find that
Tsukuyomi has a very good teamfight ultimate for an assassin. While it does not quite rival that of assassins such as
Da Ji, the worth is undeniable. One of the drawbacks to this new moon god in the jungle, however, is that he lacks any natural mobility. He may steal movement speed from others, but not conjure his own. This makes his potential for quick rotations immediately lower than that of some other gods. Also worth noting, his clear for jungle camps can be a bit underwhelming sometimes. But this isn't substantial enough to become a point of contention, either.
Thankfully, this lack of mobility is not enough to demerit the rest of
Tsukuyomi's kit nor his damage potential when ganking.
Tsukuyomi is an excellent assassin.
I feel the need to add a disclaimer... I am
100% a fan of forcing flex picks into the support role. I main support as a role, but it's uncommon for me to play a guardian (despite having them all mastered and plenty of experience on them).
Tsukuyomi's ability to support is still up in the air. I am not saying that support is his best role; nor am I saying that he is incapable of doing so. I simply feel as if it is a viability that must be discussed due to the nature of his kit.
Thankfully, I'm also proud to say that
Tsukuyomi COULD become an excellent addition to the lineup of support assassins. One of the biggest weaknesses with assassins as support tends to actually be the early game more than the lategame. The lack of survivability or overall tankiness can be detrimental considering the necessity for melee attacks.
Tsukuyomi quickly eliminates some of this fear as he utilizes not just melee attacks, but frequent ranged hits as well.
Moving on though, it's crucial to look at
Tsukuyomi's kit according to the most important element of a support:
Crowd Control.
Tsukuyomi is an incredible utility-based assassin, and that utility lends itself incredibly well to the support role. At a first glance,
Tsukuyomi has a disarm, stun, and two slows. Also worth considering is that if he reclaims his
Dark Moon Shuriken, he is able to slow the enemy again within 4 seconds.
This CC is more than enough to act as a support and peel for teammates whilst setting up kills constantly. However, crowd control is not always enough. A support is
usually best if they can take some damage; tankiness is important. While tools like
Lono's Mask are available and are of course options in situations such as this, they shouldn't be relied on to force someone into a role. One of his largest problems as a support, however, is that his stun may be interrupted before the cast finishes. Although additional movement speed and attention on the behalf of the player at the control can help, they are not consistently enough to avoid being CC'd out of this stun. This puts the viability of
Tsukuyomi as a standard support in this role much more into question.
That being said,
Tsukuyomi doesn't actually need to build very differently than a support such as
Serqet (also my current favorite support assassin). More on potential itemization and builds will be included in the next section, and in the build guides above.
Tsukuyomi, in my honest opinion, has the potential to be used as a support assassin. However, that claim is very dependent on the future of
Tsukuyomi in terms of balance and adjustments.
After thorough discussion with community members and also members of the
SMITEFire Discord Server, I've realized just how necessary a thorough and in-depth analysis of
Tsukuyomi as a possible support option is. Furthermore, we will walk through his kit, potential weaknesses, and his greatest strengths.
PROS & CONS of TSUKUYOMI SUPPORT
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Support Positives
→ Good utility in kit
→ Ultimate helps to disrupt backline
→ High peel potential
→ Damage reduction in ultimate | |
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Tsukuyomi is absolutely a good utility assassin, and that much is indisputable. That utility lends itself very well to the new moon god's ability to support his team. His 2 slows, 1 disarm, and 1 stun all make for excellent peel and potential kill setup for his team. The damage reduction (50%) during his ultimate also help to ensure that he can harass the enemy's backline or core in the middle of a teamfight whilst not immediately taking fatal damage.
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While Tsukuyomi in the support role does have many positives, there are just as many negatives that must be considered. Most notably are that he has no immediate mobility, and that his stun may be cancelled. Usually, the lack of mobility would not necessarily be a detriment to a guardian's ability to support. However, Tsukuyomi's CC is close ranged and will require him to be very close to the enemy in order to compensate. Additionally, he may be stunned before he finishes the final strike of Kusarigama, thereby preventing the only true "Hard CC" in his kit - his stun. |
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Support Negatives
→ No immediate mobility
→ Stun may be cancelled/prevented
→ Does not have a supportive ultimate
→ Built-in sustain is not substantial |
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FURTHER ABILITY ANALYSIS
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Shingetsu & Mangetsu
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This passive does not offer very much in the way of affecting Tsukuyomi's ability to support, but there are some elements that make it worth noting. When Tsukuyomi strikes with Shingetsu, his purple blade, he restores mana. When he strikes with Mangetsu, his blue blade, he restores health. Pay attention to this during a match when playing supportively, and you may find yourself able to survive in many more situations and react based on what your next attack's effect will be. |
Dark Moon Shuriken
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Dark Moon Shuriken is the first active ability in Tsukuyomi's kit, and also the first with a crowd control effect. As mentioned previously, this ability will steal movement speed from an enemy. This primarily acts simply as a slow effect in terms of support play, but can also help you catch up to enemies in hopes of applying more CC such as Kusarigama's stun. The unfortunate aspect of this is that while trying to capitalize on movement speed to catch up with an enemy team, you will more than likely soak up a lot of unnecessary damage. This is the primary weakness of Tsukuyomi due to his lack of any immediate mobility.
Also consider that the next basic attack, which applies a slow, will restore mana. |
Kusarigama
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This is Tsukuyomi's best CC, but can also be unreliable to land. The disarm that this ability offers is fantastic, and 2.5 seconds at max rank is nothing to laugh at. However, this ability is crippled by the ability for enemies to stun you before you are able to execute the stun after your first two strikes. It does help that you are immune to knockback during this duration, but that is not enough to compensate. Additionally, your disarm period may be entirely wasted if you opt to stun the same players that you hit with the disarm. Because of this, it may be worth considering stunning enemy players that weren't affected by your initial disarm. This is entirely a case by case basis, though.
While this is the strongest CC in Tsukuyomi's kit, it also has the potential to be his most crippling attribue when it comes to support peel and crowd control. |
Silver Moon Caltrops
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These caltrops are another great tool for catching with enemies or preventing an ally's death. However, their range at which they can be deployed is deceptively small. Because of this, Tsukuyomi yet again suffers from his lack of mobility to close distance faster. That being said, most of this ability is strictly positive; a significant slow covering a wide area, with good damage. |
Piercing Moonlight
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Although Kusarigama does have downsides as a good CC ability, Piercing Moonlight lacks any inherent utility for your team. Three massive strengths of this ability are that it makes you CC immune for its duration, provides 50% damage reduction while channeling, and can place you in a favorable position to disrupt the enemy team as a support/tank. However, the ability still poses no inherent utility or benefits to your team, and is actually your only form of innate mobility. Piercing Moonlight is a fantastic ultimate, but not necessarily a support ultimate. |
VERDICT
Whether or not
Tsukuyomi can support is very much open for debate. If you are on the fence about the decision and still would like to play him in a much more tanky manner, I would opt for the safer bet as a solo laner.
The ideal scenario to play this god in support is absolutely when the rest of your team has some sufficient CC of their own. To be the only crowd control your team consistently relies on, which supports usually are, is not somethign
Tsukuyomi could or should be trusted to do.
I mentioned at the beginning of this section that I absolutely love taking gods and forcing them into a flex role as support. Many gods can do this very well. Tsukuyomi is best described in my opinion as a borderline support. You won't be throwing or necessarily go wrong in picking him as a support, but there are many other choices which will be infinitely better - however... please try to avoid picking him in ranked or competitive settings until he is or can be established as a proper and viable support.
Realistically, this is
Tsukuyomi's best role if you want to build him as a bruiser or tankier assassin. The utility in his kit lends itself especially well towards a role like this, potentially compensating for some of the issues you might see if he were to be picked as a support.
I foresee the primary downside to this god in solo lane to be his lack of self-sustain. Although he does have sustain in the form of healing with every attack of his
Mangetsu, it does not quite compete with that of other solo laners you may encounter. With that said, he is still absolutely viable in the solo lane and can be an excellent pick to harass your enemy in style.
A warding guide was not provided for the solo lane as solo laners typically ward the least in early game. However, when warding the solo lane you will primarily want to focus on the path around the
Fire Giant area towards your lane on your side of the map, as well as the area around the enemy team's
blue buff.
You're right, I've removed the "Support" from the "Support/Solo" build name. I forgot to remove it prior to publishing. Check my other responses to Gulfwulf for more information, though.
That's what I mention here as well. Tsukuyomi is absolutely better in jungle and solo. That being said, I've seen him played in support sometimes and have had thorough discussions on the viability which are also detailed within the "role" breakdown within my guide. To quote what I state there, Tsukuyomi is "borderline" support at best, and solo is by far a better choice if you want to play him in a more tanky fashion.
Once he's balanced more properly, he should not be considered viable in any sense. His only way to close with an enemy is through his ult. While he has a variety of ways to slow enemies, his 2 hard CC effects are both in his 2, with a channeled disarm and a stun, which can be interrupted with a freeze/stun.
Not a bad guide overall, so have my +1.
Not a bad guide overall, so have my +1.
This should fix a lot of the confusion. I changed the name of the Support/Solo build to just "Solo." I don't want to contradict what I stated in the guide itself by including mention of a support build in the builds section. Any thoughts otherwise?