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Yemoja Jungle Guide (S8 mid-season)

7 1 14,863
8.2
by SveFin updated July 31, 2021

Smite God: Yemoja

Build Guide Discussion 7 More Guides
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Yemoja Build

Start

Build Item Bumba's Dagger Bumba's Dagger
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
4
Build Item Hand of the Gods Hand of the Gods
Build Item Blink Rune Blink Rune

Standard

Build Item Bumba's Hammer Bumba's Hammer
Build Item Charon's Coin Charon's Coin
Build Item Chronos' Pendant Chronos' Pendant
Build Item Rod of Tahuti Rod of Tahuti
Build Item Spear of the Magus Spear of the Magus
Build Item Soul Gem Soul Gem

Optional/Situational

Build Item Polynomicon Polynomicon
Build Item Lotus Sickle Lotus Sickle
Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Warlock's Staff Warlock's Staff

Yemoja's Skill Order

Bouncing Bubble / Moonstrike

1 X Y
Bouncing Bubble / Moonstrike
1 3 6 7 9

Mending Waters

2 A B
Mending Waters
2 8 10 11 12

Riptide

3 B A
Riptide
4 15 16 18 19

River's Rebuke

4 Y X
River's Rebuke
5 13 14 17 20
Bouncing Bubble / Moonstrike
1 3 6 7 9

Bouncing Bubble / Moonstrike

1 X
Bubble: Yemoja tosses out a bubble that bounces twice, dealing damage and slowing enemies by 30% before exploding into smaller bubbles that deal 50% damage. Enemies hit by both bubble bounces take 50% damage on the second hit.

Moonstrike: Yemoja calls upon the Moon to deal damage to enemies below. The inner strike is the largest, dealing full damage and stunning all enemies and enemy structures hit.

Ability Type: Area, Slow, Damage
Bubble Damage: 45 / 80 / 125 / 150 / 185 (+30% of your Magical Power)
Slow Duration: 1s
Moonstrike Inner Damage: 55 / 95 / 135 / 175 / 215 (+40% of your Magical Power)
Moonstrike Outer Damage: 25 / 50 / 75 / 100 / 125 (+15% of your Magical Power)
Moonstrike Stun Duration: 1s
Range: 70
Cost: 2 Omi
Mending Waters
2 8 10 11 12

Mending Waters

2 A
Yemoja sends out a wave of water that damages all enemies it passes through, dealing extra unmitigated damage to their shields. Once the wave reaches an ally it bounces to all nearby allies healing and shielding them for 3s.

Ability Type: Line, Heal, Damage
Damage: 65 / 95 / 125 / 155 / 185 (+40% of your Magical Power)
Bonus Damage To Shields: 2 / 2 / 2 / 2 / 3x
Heal: 20 / 40 / 60 / 80 / 100
Shield: 30 / 60 / 90 / 120 / 150 (+15% of your Magical Power)
Range: 60
Cost: 3 Omi
Riptide
4 15 16 18 19

Riptide

3 B
Yemoja creates a water ring that Knocks Up everyone that enters it. Allies are pushed further and gain both Movement Speed and Protections for 3s. Enemies go a shorter distance and are Slowed. After entering a ring you are briefly locked out of entering another. Yemoja can place the ring at a maximum distance to reverse the direction.

Ability Type: Area, Knockup
Movement Speed: 10 / 12.5 / 15 / 17.5 / 20%
Protections: 20 / 25 / 30 / 35 / 40 Physical and Magical Protections
Slow: 10% for 2s
Ring Duration: 3s
Range: 80
Cost: 3 Omi
River's Rebuke
5 13 14 17 20

River's Rebuke

4 Y
Yemoja unleashes her full power creating two large walls of water that block enemy movement and projectiles. After a delay the river cascades down, damaging, trembling and slowing enemies.

Yemoja gains a buff to her Omi regeneration while she is in the river field that lingers briefly after she leaves it.

Ability Type: Area, Buff, Damage
Damage: 240 / 305 / 370 / 435 / 500 (+70% of your Magical Power)
Initial Slow: 60% decreasing by 20% each second
Slow Duration: 3s
Omi Regeneration: 1 extra every 2 seconds
Buff Duration: 4s after leaving the area
Range: 100
Cooldown: 140 / 135 / 130 / 125 / 120s

Yemoja Threats

Tap each threat level to view Yemoja’s threats

Max
0
Major
1
Even
0
Minor
0
Tiny
0

Intro

Long story short, I decided to try Yem in the jungle. After winning 5-6 straight games I said to my friends that it's actually a legit strat. They didn't believe it and said that I at least need to play 51 games for it to be a big enough sample size. So I did. Right now I'm sitting at a record of 43-24 so about 63% WR. Here's how I did it:

Items

See above.
Yem does not gain as nearly as much dmg from her 1 and 2 as other gods when it comes to magical power so that's why pen items like Charon's coin and Deso/magus are really good on her. Charon's + Warlock + Tahuti + Deso is a lot of pen.
Tahuti is just generally good on jungle Yem, as the % power increase affects your allies as well for heals.

Divine ruin is really good on Yem as she can proc it really easily with her 1.The flat pen is also really good as again, she does not gain as much from power like a Morrigan for example

I've only tried Poly on her a couple of times but it should synergize with Bumba's in theory - will try a few times and update
Lotus Crown is really good against a team with 3-4 physical gods as the extra prots are easy to distribute to your team with your 2.

Trap item of the day: Rod of Asclepius. It offers nothing but a bit of power (not as good for yem) and health (we are probably building Charon's for HP5 and/or Warlock's staff already). If you have a Guan or Herc on your team, ask them to build Cad shield instead since the base stats on it are a lot better.


The CD problem

You have no CD until you get chronos online. On one hand, you want to build Charon's and WL Staff early to get those all important stonks. On the other, Yem thrives with CD%.
In terms of optimization. your only CD item should be Chronos for the late game as upgraded Bumba's gives you +10% CD and red pot gives you +10% CD (= 40%/capped CD). However, overcapping by 10% isn't that bad so an item like soul gem or spear of desolation might be worth picking up.

RELICS:
Blink is always good on junglers, makes it easier to place your wall.
Shell is still overall really good
Spear is decent on yem because of her stuns she can land it pretty easy against a tank heavy team
Med Cloak I haven't tried - your supp should probably have this though. The mana from cloak doesn't help
Beads if you don't have a soul

Skills

The level order is almost identical to a standard Yem build. I typically go 1-2-3-4 or 1-2-4-3 as support, but as jungle I almost always level 1-2-4-3.

Her 1 is her main jungle camp clear. Important tip here is to overlap her moonstrike so that the both middle and second ring hits the jungle creeps. The change to her 1 isn't that impactful. Lategame you are usually 2 spamming anyway

Her 2 works really well in teamfights like with a support yem. The difference is you can spam it a lot more due to capped CD% and also Bumba's and Chronos procs.

Her 3 Just like a support, mostly used to speed while you have full Omi or to escape. Sometimes used to loop opponents, force beads etc.

Her 4 is a bit different. Now that you actually have power instead of playing Yem like a support you can output a lot of damage even if they beads the ulti. Her ult is her main ganking tool. Wait for the gank target to use their leap/dash and it sould be a pretty easy kill

How to play

Early game: She can give sustain in the early game with her autos. lvl 2-4 when jungle and mid camp midlane she typically can keep the mid alive and healthy. 1 combo enemies so that your mid/ADC/solo can finish them off.

Early Midgame: With no chronos online her Oomi regens really slowly and she will use her Omi to clear jungle camps and not regen fully while arriving to lane for supporting/ganking.

Late midgame: Not great, not bad. Gank whatever lane lacks a leap or communicate with the lane partner if they have already used a leap.

Lategame: Yem at her best. Ulti 1-2 opponents. Enemies will be zoned out while you finish them off. 1 "combo" single targets to CC chain (slow/stun) them and kill them. Or if your teammates are alive 2 them for massive heals


As a jungle, you should of course occasionally gank your enemies. However, some gods are really difficult to gank like Izanami and Anhur because of their leaps.
The good thing about Yem is that especially if you have physical solo-laner, most likely their solo is not building magical defense before their 4th-6th item. This means that unlike with a physical jungle, killing their solo is realistic especially as most solo's don't have a leap or at least have to commit beads or their ulti to escape you.

Pros / Cons

Pros
Jungle Clear is excellent from lvl 1 against standard camps. She is not a great objective burner though so don't expect to solo Pyro or Gold like you would with Merc or Arachne

CC heavy god. She has 3 different slow abilities, a stun and a tremble.

Teamplayer. Heals and CC makes everyone else shine


Cons
She has a hard time of soloing hunters and auto-attack heavy solo's and junglers. In general, she is easily out traded by auto-attackers, especially ones with lifesteal and/or crit unless she hits a big CC combo.

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1
ToXicBoWser | July 28, 2021 7:30am
Haven't seen Yemoja in the jungle before but the build is good. I just can't quite imagine choosing Yemoja even though an assasin would be better at damage and could eliminate enemies faster. The advantage with Yemoja is she can heal, has a lot more lives than assasins (I think).
2
SveFin | July 31, 2021 2:52am
Yep, she doesn't do a lot of damage. I usually have only 3rd-4th most damage but she CCs a lot. So when you gank, you elim the target by CCing and letting your ADC/Solo/Mid elim the enemy.
2
Branmuffin17 (400) | July 28, 2021 7:38am
Agreed, Yem as Jungler is just not the greatest idea. She has some nice abilities that work well in narrower corridors of the jungle, but she will just never be as effective as any standard Jungler.

Her ability scaling really sucks (and that's almost an understatement) which means building power doesn't do nearly as much for her as others. Her burst (and damage in general) is just not there. If there's success to be had in this role, it's in lower levels of play or with a really good team comp that can work around this pick and take advantage of higher personal skill or something.

That said, although I would never consider doing this except as a troll, I do think the experiment by SveFin is interesting and the writeup is descriptive.

FYI SveFin, you should fix your skill leveling. Just put a point in the 2 at level 8, and max the 1 at level 9; there's no purpose in point-skipping if that's what you're trying to portray there.
1
SveFin | July 31, 2021 3:43am
As said I think she is pretty effective. I'm basing it on the fact that my avg win rate is 57% and with Yem jg it's 63% (casual queue so facing people from all around the skill spectrum).

B/C of her ability scaling I'm mostly building items based on passives and other stats (movement speed, pen and hp5 from charons, chronos passive + CD%, flat pen + passive from magus). As said poly proc should work in theory,but I haven't tried it yet. The main point of this build is that because she's yem, she can clear camps really well with her 1 and then CC chain enemies at lower levels / before the teamfight stage. In the teamfight stage getting bumbas to proc grants infinite cooldowns = infinite heals.

This is probably my favorite screenshot of the experiment:
https://imgur.com/trqObVe
It was a 40min game but pay attention to the Achilles and Cerb dmg mitigated + Yems heal. That heal doesn't even count the shield if I'm not mistaken.

Also thanks regarding the skill order. It was just a mistake, I do lvl the 2 at lvl 8
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League of Legends Build Guide Author SveFin
Yemoja Jungle Guide (S8 mid-season)
Table of Contents

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