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Hey guys, this is MooMuse here. I'll be making quite a few guides here on Smite Fire from now on. I've been playing smite for 2 months now and have learned a lot. I started out as a mid laner/jungler and found my role is best fit into the jungle or the solo lane. Due to knowing where my weaknesses lie, I've been practicing every god for the roles that I am worst at and I found a favorite for the mid lane (also works solo too). Good ol' ghost bustin' Zhong Kui. He is probably one of the most fun gods in smite and not many casual players understand how he works or what his role seems to be in team fights, so... I am here to try my first effort at a legitimate guide. Welcome to God Bustin' 101!
THIS GUIDE IS A WORK IN PROGRESS. THANK YOU FOR YOUR PATIENCE! :D <3
Zhong Kui could possibly be be the only god in the game who can attack the ENTIRE enemy team, just by walking near them. He is built almost like a Magical Bruiser and wields great sustain in lane as well as faring well in team fights. If not shut down, he can easily establish his dominance throughout the match pretty early on.
Zhong Kui has trouble with some of the more mobile gods in Smite and will easily be shut down if you can make him fall behind in game. Making him a high priority target of burst damage is probably one of your best options if you wish to oppose him. Don't forget he has a large amount of protections. (Especially if he's had time to build stacks on his passive) DO NOT FOR THE LOVE OF GOD ALLOW THIS GUY TO FREE FARM.
I believe Zhong Kui belongs on a team with standard team comp of a Guardian (Magic Damage), Himself (Magic Damage), A Magic Damaging solo lane OR jungler. Your physical solo laner / jungler and Hunter ADCarry (Physical damage).
This magic standard team comp is Magic heavy and doing this can perhaps force your enemy team to focus on magic resistance just to have it shredded to pieces by this build's secret weapon. The Spear of the Magus. Along with Zhong Kui's ability to stay in the fight thanks to his sustain and off tank like Build this item allows you to TEAR away at your enemy team's magic resist.
(One of my dream team's for Zhong Kui would be Rama ADC, Athena Support, Zhong Kui Middle, Freya Jungle, and Vamana Solo.)
NOTE: I personally believe his item choice variety is limited. Implying the build I show above is very likely the build you should almost always use. This of course is my opinion.
Nothing wrong with experimenting. But to stay alive, as well as do damage plus giving your team a huge advantage in team fights the above shown build is what you want.
I start off with a standard Mage start middle lane. Followed by Shoes of Magi, because he needs that extra penetration. No CDR needed on him. Besides, you should not be using his ultimate sparingly anyways. I rush Warlock's Sash because he is kinda tanky and farms VERY well but needs that extra "Oomph!" And how can you deny 110 magic damage 600 HP at full stacks?
Then I grab Spear of the Magus. NOT Obsidian shard. Zhong Kui is a team fighter. Getting Spear of the Magus adds so so much to his ultimate. Reducing ALL enemy god's (within range of your ultimate) Magic Resist by a flat 10, and an additional 10% per tick. (Max Reduction: -(20 flat + 20% of targets MR) is a HUGE benefit to you and your team.) After Spear of the Magus comes Hide of the Urchin. This item is what really puts the icing on the cake for Zhong Kui. It reinforces your already bruiser-like stats and kit. I don't get this before Spear of the Magus because I don't believe he has enough to offer during ganks and rotations to secure kills prior to the damage from Spear of the Magus (which he shouldn't be securing anyways he should be giving them to the jungler when possible). Also, by the time you have Hide of the Urchin completed, team fights tend to occur frequently so it makes sense to me.
When to use Divine Ruin instead of Banecroft's?
IF you are playing against Isis mid, Hercules solo, Ra solo/mid, even a Kali Jungle. If the enemy team has Aphrodite, Hel, or anyone who can heal/lifesteal during team fights *Cough* SYLVANUS. You need to very likely lose out on some damage and get Divine Ruin. I think Zhong Has enough damage in his kit anyways, and it'd be a shame to try to build him pure damage and see the enemy team heal the damage right up.
If you get Divine Ruin definitely go with Heavenly Agility or Enfeebling Curse.
I prefer Enfeebling Curse because I usually build Divine Ruin and try to keep them all in one small area (Best for Zhong's ult damage output) Rather than heavenly agility and have my team and I chase after 2-3 targets if we're lucky and have them scatter outside of his ult's range.
If you wish to keep Banecroft's for added sustain and damage(As he gets lower HP while running around with his ult up he'll do more damage which means more lifesteal) Be sure to get weakening curse.
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Would it be stealing if I added more images and BBCoding to this guide, then reuploaded it? I would like to make my own guide, but I'm really bad at writing.
If you really want to add bbcode to a guide, ask the guidemaker first to make sure he's on board with it, make a temporary guide that you don't publish (so only you can see it) which you can use to test the bbcode for each section of the guide, and then send the code in text to the guidemaker so that they can copy paste it into their guide. Hopefully you also get credited for the bbcode somewhere in the guide as well. That way the original guidemaker remains the owner of the guide but you still get to bbcode for them and get credit for that as well.
Would it be stealing if I added more images and BBCoding to this guide, then reuploaded it? I would like to make my own guide, but I'm really bad at writing.
Im not the author but i can already say that is not ok, nanoyam has a great guide on how to write guides.
The green ring about Zhong during the spell duration is what is confusing me, is that the healing area?
But overall, great guide, +1
It also serves as good early game poke as the first tick only starts at the end of the first second giving you time to back out of most minion agro. Of course I only do this if I can do so while hitting the majority of the wave.
Some feedback though. I usually steer away from Hide of the Urchin cause I don't feel like it's worth it unless I start stacking it. I think in this case spirit robe would be another option. Its almost the same price and stats. It does lack mana and health but the Passive I think might be worth if the enemy team has a lot of CC.
Edited: Nah, you were right. Urchin is better :P
Last thing, Expose Evil does initially do more damage than Exorcism, so you might want to invest the first skillpoint in that just for clearing the first mid camp and minion wave, and then continue to level up Exorcism because the damage scaling is the same and it provides healing.
But overall, great guide, +1
If you wanted to add a bit more gameplay / play style tips, they would be great for those who aren't experienced with Zhong.
On the build, I agree with you on Spear of the Magus over Obsidian Shard, as you pointed out, Shard is better for those with less ticks, and Zhong has all the ticks. Saying this I build slightly differently to you, Warlocks Sash(Rushed) -> Shoes of the Magi -> Ethereal Staff or Magi's Blessing -> Spear of the Magus -> E-Staff or Blessing (Whichever one not built) -> Rod of Tahuti
Saying that, I think that your build also is good, just I prefer to build more bruiser.
Overall, an okay guide, what really makes guides good is the involvement of Gameplay sections, so we can really learn to play the god.