This is Znoface5150Z here with my first ever God Guide. AMC was my fist Dimond Mastery and as such, I've spent a significant amount of time studying him and this is what I've come up with. This build will keep you healthy through even the worst team fights, and also keep your mana up so you can keep dishing out the bees. It relies very, very heavily on your Auto Attack accuracy. Missing too many shots in a row will upset the flow of this build very abruptly. But, onto better things...
.High Attack Speed
.High Movement Speed
.Strong Auto Attsack Damage
.Strong Ability Damage
.Some Crowd Control
.Very High Mana
.One-Man the Bull Demon King at Level 11, every time
.Excellent Lane Push/ Creep amd Jungle Clear
.Low Health, Very Assasin-like
.Very Low Defence
.No cooldown Reduction
I start with Transendance in order to gain it's Mana, and Physical Power from Mana. This comes in the form of, once fully charged, 1050 Mana, and adds 3% of you're Mana as Physical Power.
Then I go to the other stacking item, Devourer's Gauntlet. It provides Physical Power, and Life Steal to the tune of, once fully charged, 55 Physical Power, and 25% Physical Life Steal.
Warrior Tabi for 18% Movement Speed and 40 Physical Power.
Then onto the Auto Damage, to solidify your Power with Life Steal.
I buy Poisoned Star for 15% Critical Chance and 30 Physical power, but also for it's passive. Every Critical Hit poisons the enemy for 2s, causing a 20% reduction in speed and overall damage output. This allows you to stay in the fight longer, because they deal you 20% less damage, and the run away 20% slower.
Then onto Wind Demon for the Movement ans Attack Speed. In addition to 40 Physical Power, and 20% Critical Hit Chance, it also provides a 5s, 20% buff to Movement Speed and Attack Speed on every Critical Hit.
Now you have one slot left, and you just aren't getting those kills quite as fast as you would like, nor are you stealing as much life as you would like.
Thats where Deathbringer comes into play. I tossed several different item in this slot, and even changed some other Critical Hit Chance items to more Life Steal, and nothing performed better than this with the rest of this build. it solidifies your Auto Attack as a major weapon, giving you a combined 55% Critical Hit Chance, meaning slightly more than every other hit is critical. That means you now activate both other Passives consistently, causing the enemy to move slower and deal less damage, while simultaneously boosting your own Attack Speed and Movement Speed. Deathbringer also provides a whopping 40% increase to Critical Hit Damage, Bringing my average basic attacks closer to 300 to 600 damage.
Some Key stats for this build, at level 20 with full stacks on Transendancem and Devourer's Gauntlet, and the passive active on Wind Demon
.312 Phhysical Power
.25% Physical Life Steal
.55% Critical Hit Chance
A note on the optional items and relics.
The relics pertain more to who you are facing, than anything else. Fenrir, Ares, and Ymir all require the Purification Beads to escape their Crowd Control. While Odin demands Phantom in order to escape his prison. God's that dont offer much Crowd Control allow you to pick things like Blink and Sprint, which means you can Blink through a wall into battle, use Honey to keep them from running away, then rack up a kill or two, then get away with Sprint.
And for the optional items, these will all affect the flow of this build, however depending on who the enemy is it may be required. Going up against Loki requires some Physical Protections. Going up against Scylla can require some Magical Protections. And if you keep losing kills because they escape your range, get Hastened Fatalis, and shoot while you chase at full speed. It eliminates the movement speed debuff you normally get from attacking, so long as you hit. This can also be a good way to keep track of your accuracy. If you are holding the fire button, and maintaing full speed, then you are hitting often enough.
The upgrade order of his skills seems pretty straight-forward to me. As I said, this is a joust build so the first three happen at base. But I still made the guide to accomodate all modes, so you should still stick to the progression I laid out even on another mode.
I finish Swarm first because it is your most damaging attack, save your Ult. At level 3, Swarm pretty much clears lane minions. At level 4, it clears even the larger minions, from full health. and at level 5, it can completely clear a lane of minions in one strike, racking up major xp so you can shoot ahead in levels as you upgrade the rest of your abilities. The only thing i Pause Swarm for is Stinger, his Ultimate, and Hive which provides much needed Attack and Movement Speed. as well as applying damage to your Honey. I ignore Honey until the end because it really doesnt do anything other than slow. so that's all I use it for. Don't get me wrong, setting up your hives strategically behind walls to provide you with a picture from of buffs, and casting your Honey into thenm to cause an extra few points of damage is TOTALLY worth it.
As far as how to actually use AMC, i suggest slowing with Honey, Hitting with Swarm, then Auto Attacking to keep your HP up until you get your enemy below about a third of their health bar (much smaller segment on Gaurdians) at which point you finish them with Stinger, your Ult, and IMMEDIATELY pick it up. Thats why i charge when I'm about to cast his Ult, so i can gaurentee the cooldown reduction to 15s.
In mid to late game, this AMC can clear camps and mionion as well as any jungler. and even in early game he is still perfectly able to.
On a Joust Match, this build can solo the Bull Demon King easilyafter level 11. Just be sure to move around him, and use your abilities to helop defeat him. Also be sure to dodge his line attacks.
At level 5, Swarm can anhialate a full wave of creeps in one strike. use it to quickly gain xp to jump a couple levels ahead of everyone else, and this will ensure your position as a force to be reckoned with. You get 3 levels ahead, and almost everyone will run away from you after a few seconds of you not taking any real damage (due to Life Steal)
His Honey can Slow in order to assist Allies. Use it when an Allie is retreating to slow their attackers. Use it when Your prey is retreating, so you can catch them. wait for someone else to stun the enemy, and then its very easy to hit them with Stinger. Leave the fight, and use Auto Attacks to clear a camp or two, or maybe some minions, and you will regain 2/3 of your HP. Diving to get your Stinger back, is much less risky when you have Sprint, or Sanctuary, or when Khepri is behind you with his Ult ready. remember that while you can sustain for a very long time, as soon as you start to run away, you stop benefiting from half your build. so make sure you can get away safely before you stop Auto Attacking.
If you took the time to get this far in the guide, then I would like to sincerely thank you for checking it out.
In closing, this build made Arachne afraid of me when we were both around level 15. It puts out crazy damagem, and keep you alive to boot. Just remember that you have to be very accurate with your Auto Attacks, and to stay near your hives as much as possible.
Sorry if i missed a few typos in my proof reading, doing so on an Xbox was not as trivial as i had hoped.
I'M THE GREATEST