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Ah Muzen Cab - Becoming an Inescapable Hunter (aka The Bee's Knees)

2 6 12,766
by GuardianDragon updated June 20, 2014

Smite God: Ah Muzen Cab

Build Guide Discussion 5 More Guides
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Ah Muzen Cab Build

Recommended Gear

Build Item Asi Asi
Build Item Hastened Fatalis Hastened Fatalis
Build Item Rage Rage
Build Item Winged Blade Winged Blade
Build Item Qin's Sais Qin's Sais
Build Item Greater Meditation Greater Meditation

For that sixth slot

Build Item Frostbound Hammer Frostbound Hammer
Build Item The Executioner The Executioner
Build Item Witchblade Witchblade

Defensive gear (Based on whether you need them or not)

Build Item Hide of the Urchin Hide of the Urchin
Build Item Shifter's Shield Shifter's Shield
Build Item Soul Eater Soul Eater

Secondary actives (pick one)

Build Item Aegis Pendant Aegis Pendant
Build Item Greater Purification Greater Purification

consumables

Build Item Healing Potion Healing Potion
Build Item Potion of Power Potion of Power
Build Item Elixir of Defense Elixir of Defense

Ah Muzen Cab's Skill Order

Hive

1 X Y
Hive
2 8 11 12 14

Swarm

2 A B
Swarm
1 4 6 7 10

Honey

3 B A
Honey
3 15 16 18 19

Stinger

4 Y X
Stinger
5 9 13 17 20
Hive
2 8 11 12 14

Hive

1 X
Bees swarm at the ground target location, creating a new hive that provides Movement Speed, Attack Speed, and HP5 buffs to Ah Muzen Cab. Hives reveal enemies within 20 units of them. The hives can only be destroyed by basic attacks (Max 7 hives).

Ability Type: Circle, Buff
HP5: 20 / 25 / 30 / 35 / 40
Movement Speed: 10 / 15 / 20 / 25 / 30%
Attack Speed: 10 / 20 / 30 / 40 / 50%
Radius: 90
Cost: 40
Cooldown: 12s
Swarm
1 4 6 7 10

Swarm

2 A
Ah Muzen Cab summons a large swarm of bees that fly forward in a path in front of him, dealing damage to all enemies hit and applying Bees! to them.

Ability Type: Line, Damage
Damage: 50 / 90 / 130 / 170 / 210 (+70% of your Physical Power)
Range: 70
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 15 / 14 / 13 / 12 / 11s
Honey
3 15 16 18 19

Honey

3 B
Ah Muzen Cab sprays honey that lasts for 4s at a moveable ground target location, Slowing all enemies in the area. Bees from Hives within 90 units and Swarm will fly over to protect the honey, dealing damage every 0.5 seconds and applying Bees! to all enemies as they leave the honey.

Ability Type: Area, Slow, Damage
Damage (per Tick): 13 / 25 / 37 / 49 / 61 (+15% of your Physical Power)
Slow: 20%
Cost: 60
Cooldown: 10s
Stinger
5 9 13 17 20

Stinger

4 Y
Ah Muzen Cab fires off an enormous stinger that deals damage to all enemies in a line, sticking into the first god that is hit, applying Bees!, Slowing, Crippling, and decreasing their Physical Protections for 3 seconds. If the target dies or after 3 seconds, the stinger falls onto the ground for 4 seconds. If Ah Muzen Cab picks up his stinger, he gains a significant reduction to Stinger's cooldown.

Ability Type: Line, Cripple, Damage
Damage: 275 / 355 / 435 / 515 / 595 (+100% of your Physical Power)
Slow: 20%
Physical Protection Reduction: 10%
Retrieval Cooldown Reduction: 60%
Range: 70
Cost: 100
Cooldown: 100s

Introduction

Ah Muzen Cab's greatest attributes are two-fold. His first is his speed, both in movement and in attacking. His second is the fact that all his abilities work in tandem with one another. This build capitalizes on those two features to make him a near inescapable Hunter that will have your foes running from you in vain.

I decided to upload this build because I found the others here on AMC to be somewhat simplistic and lacking in description of his strengths. My build not only amplifies his healing factor and speeds both in and out of his Hive areas, but also makes his basic attack as damaging and aggravating as his skills (each of which work well when used quickly and each have the potential to infect enemies with his DOT bees).

Though it keeps his defenses low, his range and speed make this almost inconsequential as your enemies should not be able to easily close the gap on you. As such, his healing factor and excellent damage output should be more than enough to make your enemies wary of being around you.

Pros / Cons

Pros

1. Super fast movement and attack makes you hit hard and fast, then make a clean getaway.
2. Survivability is good if you keep moving.
3. Enemies die quickly if you play your cards right.

Cons

1. Poor defense. Play smart, and don't go rushing into fights you can't finish or get away from.
2. Crowd Control and slows will be your downfall if you don't take the proper precautions against them. Area damage may also become a hindrance.
3. Can be a bit slow to kill Gods in the beginning, but once those boosts start to rack up that can be easily remedied.

Skills

As I stated already, AMC's skills all work excellently with each other. Placing Hives boosts your health regen as well as your attack and movement speed, making you that much more dangerous while in the area of your 6 potential hives. The trick is placing hives when combat is going on so that you receive the bonuses from it, but placing it in an out of the way or somewhat hidden area so that the enemy doesn't quickly or easily take it out with a basic attack. You receive the benefits of the Hive as long as you are in the radius, so placing one or two close to each other isn't a bad idea if you can hide them behind a wall or something. The Hives stay hidden, and you get a larger area of benefits to work with.

Swarm is your main damaging skill. It shoots forth a wave of bees in a straight line to cause a nice chunk of damage to all enemies hit as well as infecting your foes with bees, which will cause more damage over time. This build focuses on quickly leveling Swarm, as it is very damaging, exceptionally useful when used over Honey, and has a very low cooldown time.

Honey is effective for slowing your enemies to prevent their escape, as well as being a secondary damaging ability. When placed in the presence of an active Hive ability, the bees from the hive will swarm to the Honey, causing damage to whomever is currently in the Honey, as well as DOT once they leave. The nice thing about this ability is that the Honey is placed according to the moveable ground target, so the Honey trail really only needs to begin or end near a Hive radius for the bees to swarm. It does not have to be completely within the radius. As long as even a portion of the trail is near a Hive or hit with Swarm, the entire trail will be filled with bees.

Finally, we have the Stinger. This ultimate is fired through minion enemies and sticking into the first God it hits. the afflicted God will be crippled and infected with bees. If said God dies, becomes cured of cripple status, or after 4 seconds, the Stinger drops from them for a massive cooldown. If my math is right, 90 second cooldown minus 80% is 18 seconds. That's not a bad cooldown time for an ultimate ability, which makes it incredibly versatile and always a good idea to try and pick up your Stinger if it doesn't put your life at risk.

I like to typically fire off the Hive first in a combat area to provide its bonuses. Off to the side or somewhat hidden in an alternate route from where you are is a nice location to avoid being hit by a destructive basic attack. After a few basic attacks to wear down the enemy God's HP a little, I hit them with some Honey to bring the bees out on them. By the time they are down to about half their HP I hit them with the Swarm ability. By now, some basic attacks or a well placed Stinger should finish them off easily. It's quick, it's clean, they're dead before they knew what was happening.

Items

In order to keep your health up in the early portion of the match, you may want to consider buying a defensive item. I like the Hide of the Urchin, it provides both physical and magical protection, as well as boosts to your max health and mana, and the passive provide further protections. It's a good all-around defensive item, though you can obviously feel free to change it up depending on who you're fighting. Perhaps you find yourself in a fight against all magical foes and there is a better defensive item to suit you. But for fighting both physical and magical foes, the Hide of the Urchin should provide some decent defense for you, should you decide you need it.

Asi is a good choice to go with. It gives you valuable attack speed and life steal to keep your health up, as well as some physical penetration if your enemies invested in some defense. And the passive allows for even greater life steal ability.

Next, I like to get the Hastened Fatalis. The Hastened Fatalis' ability to remove the slowing of being in combat is great for AMC, especially since he can keep his range and easily shoot down foes with it. The speed bonuses to his movement and attack are excellent as well.

Rage give a little boost to your offensive capabilities by not only increasing your physical power and attack speed, but also giving your shots a good chance to crit and do even more damage. This really helps give your shots a little extra kick.

If you're getting hit with lots of slows, the Winged Blade is probably a safe choice next. If not, or if they just aren't hurting you much, Frostbound Hammer may be a good choice as well. Either one is a fine choice.

The Winged Blade gives you boosts to your health, movement and attack speeds, cooldown reduction, and immunity to slows. Great ability for AMC to have. Considering what this build was made to do, your enemies would be smart to try and slow you, which is why we need to take preventative measures for that.

The Frostbound Hammer's boost to health and physical power makes you that much stronger and durable. Your ability to survive and kill will both benefit from this, and the passive ability of slowing your enemies makes it that much easier to hunt them down. If you're dealing with slow or non-evasive enemies, or if your team is just dominating the match anyway and you don't feel the hammer is necessary to keep up with your targets, The Executioner is a good replacement for stripping away any physical protections, as well as granting power and attack speed. Witchblade can also make a nice alternative, improving your physical protection, attack and movement speed, and providing you with a attack speed/physical power debuff aura, although it isn't my first choice, especially if fighting a magic heavy team.

Qin's Sais will grant you even more physical power and attack speed. It's ability to deal extra God damage based on their max health makes it all the easier to wear their health down, especially if you're dealing with foes with some pretty large health bars that just don't want to go down.

For the actives, I find that Greater Meditation is an excellent choice, since the low cooldown times of AMC's abilities can leave you drained of mana rather quickly in extended battles. As a secondary, I typically go for the Aegis Pendant to help me survive short onslaughts and highly damaging skills, then make a hasty retreat. Greater Purification is a good choice if CC is harassing you and leaving you with no place to run.

Always have a few healing potions on hand to help keep that health up, especially early in the match. Potions of physical might help to give you a boost to your killing power. After you've got all your item slots filled and maxed out, you can use that spare gold to buy elixirs of defense. An elixir of defense coupled with a potion of physical might is a good way to wreak some havoc.

Team Work

Whether you decide to back up your team or become a solo killer on the battlefield, this build can help with that. This build is excellent for 1v1 fights, and once you get your speed and health up a bit, you can probably take on 2 Gods at a time no problem. Any more than that will be pushing your limits, but not impossible.

When you are with your team, that greatly improves your chances of surviving, and the enemies won't stand a chance. Your strikes will be quick and hopefully precise. His cooldowns are naturally low enough that you should be able to use his skills repeatedly and with little thought as to which moves you want to use and when. The process I described earlier in the Skills section should be more than sufficient for taking down just about any foe you encounter.

Summary

The speed you acquire with this build will greatly benefit you both in and out of a fight. You can weave around your enemies, firing shots at them and volleying them with your skills and they try unsuccessfully to pin you down. Or you can travel the length of the battlefield in mere seconds. Obtaining jungle boosts will only further improve this. Using this build in combination with a speed or damage buff and a Potion of Physical Might/Elixir of Power will turn you into an engine of destruction.

Used in the right way, this build can allow you to bring your enemies to their knees in the blink of an eye, or chase them down as they try to run back to the safety of their base. It takes the name Hunter quite literally. Once you pick your prey, their only option is to kill you or die trying. Escape is not a very likely option. This build isn't just good...it's THE BEE'S KNEES!

Videos

A few vids to show off what you can do once you get going. Sorry if the quality is a bit poor, but it helped me prevent lag. These are just to give you a basic idea of what you'll be capable of using this build.

1v1 practice match against Ra, to show off what the build looks like once you get going with it.
A live 3v3 Joust match.

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1
Pizzarugi (8) | June 25, 2014 8:20am
I will not downvote your guide, but I will not upvote it either. Here are the reason why:

1. Your build has very little in the way of physical power. While bolstering an ungodly amount of speed, you sacrifice any heavy impacts from your basic attacks. This will hurt you severely lategame, especially if you have to deal with tankier opponents and executioner isn't going to be enough.
2. Meditation is a newb's training wheels, meant as a crutch until they've learned how to conserve mana among other things. Another reason its bad is because it takes up an active slot that could've been used for something more useful. If you're new, meditation would indeed work with AMC because he's a mana guzzler, but later on I would recommend you get Transcendence in order to ease out of that active. Trans offers a massive sum of mana that you will never run out of easily, and it can give upwards of 90+ damage at max stacks. I suggest dumping witch blade for it, and I suggest you get it as early as possible.
3. Hunters rely on sustained heavy damage, so not having any critical hit items will also hurt AMC. Getting at least rage will fix this problem, if you want to maintain a speedy build.

If you insist on maintaining your build as best as possible, then at least consider what I said once you hit level 30. Trust me, things change dramatically as you get higher.
1
GuardianDragon | June 24, 2014 7:10pm
Well I am upset that the build has it's flaws, but you all sound like you know what you're talking about. I know no build is perfect, but I have seen some success with this. I suppose it's best to classify this as an "early game build" then.

Personally speed seems to fit my play style for games best most of the time, which is why I focused on that rather than attack or crits. I didn't realize attack speed had been taken away from Rage since they added Janus, so thanks for bringing that to my attention. Your feedback is appreciated.
1
Raventhor (158) | June 23, 2014 1:13am
Most of what needs to be said has already been said, but I'd suggest using your build in joust more or, even better, conquest, because a build like that will never work against smart players, since it has no boots and doesn't build heartseeker. You will basically never get going against a smart team. And if they have someone like Kali, Loki, Ne Zha, Bakasura, Nemesis, Ymir, Thor, Fenrir, Tyr, Chaac...the list goes on, you simply won't escape them. Speed or not, no boots is just unforgiveable.

I won't vote, as I see you put a lot into it so I won't downvote, but you're level 10...it simply won't work high up.
1
Firraria (58) | June 21, 2014 3:39pm
You're only level 10, which is the only way I could see the build working. Once you get to level 30, a build like that would never work. The video you provides doesn't prove that the build is good, it proves that you were just having a good match, or that the enemies were just particularly bad.

Aside from that, the lack of gameplay and the lack of coding make this wall-of-texty guide cringe-worthy.

Sorry, but it's a downvote from me.
1
Devampi (105) | June 21, 2014 1:32am
Okay first this is just a wall of text add some bbcoding (double brackets, icons)

I know your not so high lvl and just take this as advise

now the build. I don't see the famous Deathbringer Rage/ Malice combo. oh and a mistake you made (since the Janus patch) the rage doesn't give you any attack speed anymore.

AND WAIT where are the boots. Warrior Tabi already gives a lot of movement speed and great early pen. With a boots fatalis you get 28% increase and with your combo only 20%. That doesn't make a lot of difference to get away a sprint will easily catch up to you.

Also a Hunters defensive Item mostly is lifesteal. But the other too are pretty good items too (but you won't see them that much.

Also meditation isn't a very good active. If you have so many problems with your mana consider too buy Transcendence because it gives you more mana (before fatalis or after).
And because AMC is a AA-based god (only his 2 and 4 does a good amount of damage, 1 boosts attack speed healing and his 3 is slow (with 1 also attack but not that much) You will have a lot less mana problems.

As a hunter with this build you are leaving behind a lot of your attack damage behind by putting the Winged Blade in it (I recommend swap it for Deathbringer) you never see a hunter with 2 defensive items (winged is defensive because of health)

Also qin's is a good choice but in some games you would have more use of The Executioner

Also ADC have a pretty standard build so If I would put you over at another AMC (or other hunter) with the standard build then there is a high chance this build will go down first (mostly because of the Deathbringer Rage combo). Because you are still in the early games where auto build sometimes will be used it is pretty good but after some lvls you will see the famous adc build ( Warrior Tabi- Devourer's Gauntlet- Transcendence/ The Executioner- Rage/ Malice- Deathbringer- Qin's Sais/ Hastened Fatalis) it will get a lot harder when almost every hit of the adc hits at least 500-600. (If you want to test this just add me (or someone else of higher lvl) in game (I use the same name) so we can do a 1v1)

Don't get me wrong and take this as advice to try and improve (bb-coding guide: Code blue bbcoding) your guide. Also would I recommend you to look at some other guides to see the power of bbcoding. I'm open too discussion so if you don't agree with me you can tell me why.
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League of Legends Build Guide Author GuardianDragon
Ah Muzen Cab - Becoming an Inescapable Hunter (aka The Bee's Knees)
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