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'Another Trophy for my Wall' | Kali Jungle Guide | Patch 4.4 Update

10 1 162,903
8.8
by WillJackman updated March 14, 2017

Smite God: Kali

Build Guide Discussion 13 More Guides
Choose a Build: Qin's Rush
Qin's Rush Delayed Qin's Crit Build Starting Build Options
Tap Mouse over an item or ability icon for detailed info

Kali Build

Full Build Example

Build Item Warrior Tabi Warrior Tabi
Build Item Heartseeker Heartseeker
Build Item Qin's Sais Qin's Sais
Build Item Hastened Fatalis Hastened Fatalis
Build Item Titan's Bane Titan's Bane
Build Item Odysseus' Bow Odysseus' Bow

Core Items

Build Item Warrior Tabi Warrior Tabi
Build Item Qin's Sais Qin's Sais
Build Item Titan's Bane Titan's Bane
Build Item Hastened Fatalis Hastened Fatalis

Attack Speed Options

Build Item Asi Asi
Build Item Odysseus' Bow Odysseus' Bow
Build Item Ichaival Ichaival
Build Item The Executioner The Executioner

Penetration Options

Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item The Crusher The Crusher
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Ichaival Ichaival
Build Item Asi Asi

Defensive Choices

Build Item Winged Blade Winged Blade
Build Item Frostbound Hammer Frostbound Hammer

Relic Options

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Blink Rune Blink Rune
Build Item Heavenly Wings Heavenly Wings

Kali's Skill Order

Nimble Strike

1 X Y
Nimble Strike
3 13 14 15 16

Lash

2 A B
Lash
1 4 6 7 9

Incense

3 B A
Incense
2 8 10 11 12

Destruction

4 Y X
Destruction
5 17 18 19 20
Nimble Strike
3 13 14 15 16

Nimble Strike

1 X
Kali leaps forward, damaging enemies in the target area. Kali additionally heals herself for a percent of a single enemy's missing Health. Kali always heals from the target that would heal her the most.

Ability Type: Circle, Leap, Damage
Damage: 85 / 135 / 185 / 235 / 285 (+80% of your Physical Power)
Heal: 15% of target's missing Health
Range: 55
Cost: 60
Cooldown: 12s
Lash
1 4 6 7 9

Lash

2 A
Kali throws several blades, that converge upon the target location. Each does damage and causes bleed. Kali gains Physical Lifesteal against targets affected by this Bleed.

Ability Type: Area, Buff, Damage
Damage Per Blade: 37 / 49 / 61 / 73 / 85 (+20% of your Physical Power)
Bleed Damage: 5 / 10 / 15 / 20 / 25 (+5% of your Physical Power) every .5s
Bleed Duration: 3s
Physical Lifesteal: 12 / 16.5 / 21 / 25.5 / 30%
Range: 70
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Incense
2 8 10 11 12

Incense

3 B
Kali hurls her incense at her feet, exploding it. Enemies hit are Stunned, while Kali gains a Physical Power bonus.

Ability Type: Circle, Stun
Stun Duration: 1.2s
Physical Power Buff: 10 / 15 / 20 / 25 / 30
Buff Duration: 4 / 4.5 / 5 / 5.5 / 6s
Radius: 20
Cost: 60
Cooldown: 14s
Destruction
5 17 18 19 20

Destruction

4 Y
Kali becomes an unstoppable force of destruction, creating a damage aura around her. During this time, she can be reduced to 1 Health, but cannot die. She is immune to Knockup, Slow effects, and protected from Root, but still vulnerable to Stuns. If Kali is under 15% of her total Health at the end of the duration, she will heal to 15% Health.

Ability Type: Circle, Buff, Damage
Damage: 25 / 30 / 35 / 40 / 45 (+8% of your Physical Power) every 0.5s
Duration: 3.5 / 3.75 / 4 / 4.25 / 4.5s
Radius: 20
Cost: 60 / 70 / 80 / 90 / 100
Cooldown: 90s

Introduction

Welcome to my guide for Kali, Goddess of Destruction!

My names's Will (IGN: WillJackman) and I play all kinds of stuff, mainly Smite. I main Solo lane and Jungle for the most part and hope I can share some of my knowledge on Kali and the Jungle role in general. There's advice for new players, as well as experienced and everything in between!

Before we start, huge thanks to Zilby. This guide wouldn't be possible without his great guide template that I've adapted and used for this guide!

If you enjoy the guide, be sure to check out my YouTube channel, Inters3ctGaming, where I upload full gameplay videos and montages weekly! Any subs would be greatly appreciated!

-> https://www.youtube.com/channel/UCW-i5QgwQnEM2iyQP3E0MTw

So let's get into it with Kali, Goddess of Destruction!


Update Log:

From patch 4.4 and onwards, I'll be documenting the changes made to the game that will affect Kali, either direct changes like buffs to Kali, or indirect ones like changes to items and other gods.

Patch 4.4: Hunting Season! March 14th 2017

Patch 4.4

Stats

General
Health: 470 (+74)
Mana: 205 (+34)

Speed: 375 (+0)
Range: 12 (+0)
Attack/Sec: 1 (+2.16%)
Regen
HP5: 9(+0.68)
MP5: 4.3 (+0.21)

Protection
Magical: 15 (+2.9)
Physical: 30 (+0.9)
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Basic Attack
Damage: 32+2.32(+100% of Physical Power)
Progression: 1/.5/.5x damage and swing time
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Pros / Cons

Strengths:
  • Great for chasing people down
  • Nearly unstoppable endgame
  • Amazing 1vX potential
  • Great mobility and escapes
  • Ultimate and leap get her out of sticky situations
  • Decent sustain with Lash and Nimble Strike
  • Immunity to a lot of CCs during Destruction
Weaknesses
  • High skill-cap
  • Can be squishy and easy to kill without Destruction
  • Vulnerable to enemy anti auto attack building
  • Jungle and lane clear is lacking
  • Very weak early game, easy to shut down
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Abilities/Skills






Passive - Marked For Death

Analysis

1 - Nimble Strike

Analysis

2 - Lash

Analysis

3 - Incense

Analysis

Ultimate - Destruction

Analysis

Items

Core Items...........................................................................


Core Items Analysis

Penetration Options......................

Penetration Items Analysis


Attack Speed Options...........................................

Attack Speed Items Analysis


Defensive Options................................................................................

Defense Items Analysis

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Gameplay: Warding

Some people might tell you that they 'don't need to ward in the jungle'. I can tell you right now that is completely false.

Wards are ALWAYS useful to have, even in the jungle. Especially with s4 and people's tendencies to invade and play aggressive into your jungle. Warding in and around your buffs or their buffs can help you get an advantage with early invades.

So let's take a look at what wards you should be placing.

Warding Image


Aggressive Wards

Aggressive wards (Aka the red wards on the image) are wards you should be placing when you're looking for invades on enemy buffs or to pick someone off in their own jungle. These generally should only be placed if you have a big lead you want to snowball or a very early game comp (A Thanatos or Fenrir in jungle can work nicely with these wards).

Neutral Wards

The Yellow Wards on the map, these are going to be the main ones you're placing throughout the laning phase. Generally these should be placed by the laners. But if you see they aren't warding enough you can ward for them. (Especially if they're having a rough time and need their gold for items. Wards will help them get items faster and not die to ganks. Helping them get back into the game. The last thing you want is someone on tilt because they're too far behind to do anything.)

Defensive Wards

Defensive wards (Green on the map) are the classic wards you place if you're behind or your laners are getting camped by their jungler. If you are behind yourself these are good wards to place since your team can play around enemy ganks much easier and allows you more time to farm without having to constantly save team mates from ganks. If you say to your team that you won't be looking for ganks for a bit and ward their lane for them. They can't ask much more from you than that.

Hyper Defensive Wards

Light blue on the map. These are the opposite of Aggressive Wards. Only place these if you're worried about enemies invading your buffs or looking for picks in your jungle. Only place these if you're very far behind or the enemies have an obvious tendency to invade. These wards can sometimes turn an invade from enemies into a return kill or two for you if your team responds to seeing the enemies on the map.

Objective Wards

As usual with any role, warding objectives is really important. More important than any other wards listed above. You should look to have constant vision on GF, Portal Demon and FG whenever they are up. The Gold Fury Oracles will give you free vision on the GF and so are very important, especially after around the 5-10 minute mark when people really start looking for GFs. This doesn't act as a sentry ward though so to counter enemy wards you'll still need to place a sentry on GF. 1 sentry will cover both FG and Portal Demon. It's also important to place wards around an objective, especially if you're looking to take it to have vision on people looking to contest or steal. Warding FG only really becomes necessary after around 20 minutes, but be aware that they might try to sneak it before then if they have a high damage comp.

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Gameplay: Early Game & Farming, Mid Game & Objectives and The Late Game

Welcome to the gameplay phases section, where we discuss what to be doing at every point in a game and how to maximise Kali's potential!

Starting the Match


To start the match there are 2 or 3 different starts for Junglers right now. I'll cover them in order of popularity:

Solo Lane Start

This start is by far the most common start for junglers. You'll start in solo lane with your solo laner, clear the first wave and then go for camps. What you do after the 1st wave really depends on how much pressure you have on the enemy:

- If you outclear them quite a bit, you can go for an invade on their blue or speed buff. If you don't have time or think they're gonna steal, you can just take the small minions from one or both of their camps and then return to lane. However, with Kali this can be a bit risky, especially against an early game comp.

- Another option is to go clear Fire Elementals, sometimes your mid laner will rotate to elementals for some extra farm. Sometimes a fight can develop here if the enemies come to contest.

- The last, safest, option would be to clear your own buffs.

After this you would return to lane and clear waves, doing camps in between until you've got a few levels and/or have cleared all of the jungle on solo lane side. You'd then start roaming, staying with mid usually to get some farm from the mid wave, doing some of the duo lane side jungle buffs and mid camps.

Mid Lane Start

This start is the 2nd most common one I've seen for Junglers this season. You'll start in the mid lane and clear their wave with them, other than that it's very similar to the solo lane start, clear camps between waves for the first few levels and then look to roam and clear any camps that are still up or have respawned.

Personally think this start is a bit inferior to the solo lane start. Putting your solo a bit behind by leeching farm from them isn't as big of a deal as putting your mid behind. Also, supports sometimes start in mid to leave the ADC to farm so it's better to stay in solo. But this start can work.

Speed Buff Start

This start is really unpopular, and involves clearing your speed buff solo while the solo laner clears the wave. You can then look for invades or contesting fire elementals without worrying about your speed buff getting invaded.

This start only really works with high clear junglers like Thanatos or Ratatoskr and wouldn't work well on Kali at all. Wouldn't recommend it tbh.


Early Game

In the early game as Kali you're looking mainly to farm as efficiently as possible. Splitting camps and waves with your mid laner whenever possible. Don't look to really force a fight unless you know you have the advantage. (An enemy is low HP/mana or you have the numbers advantage). You get a decent power spike once you finish your Heartseeker and can start looking for kills around then. But make sure you aren't risking farm or your own life in order to get them. You generally have to be very aware of your positioning early on to not get picked off and lose farm.

Mid Game

This is where you start to actually do relevant damage. You usually have your Qin's Sais online as well as Boots and Heartseeker and maybe starting a 4th item. Qin's and Heartseeker will help you loads in bursting down squishies. This is when you can start to look to take the fight to the enemy, especially if you got a lead early on. This is where Kali starts to snowball from kills into her unstoppable endgame. You still need gold to get those key items online though, so don't forget about farming. But you're safer to look for fight and picks now. Your team will likely be looking for Gold Furies in this time and towers too. So make sure you're there for that, since you're a major source of damage for the team.

Late Game

Now you've made it to the promised land! Endgame Kali is probably the most unstoppable force in the game to just carry your team to victory. They helped you through her trash early game and now it's your job to carry them lategame. Be sure you make full use of her passive and ultimate to keep alive in fights and look to shred squishies first. (If you're target is a squishy, even better but don't go for a tank that's your target over their mage that is carrying them, for instance.) Look for big initiates such as Eagle's Rally, Cataclysm, Wrath of Terra etc as a line into the fight for you. While those abilities are keeping the enemy CC'd you can wreak havoc in the backline of their team while your team keeps the frontline and peelers busy. Using Destruction at the right time is key in staying alive in fights without the enemy backline blowing you up in a matter of seconds. Leave it as late as you can before you're about to die but make sure it's not too late or you'll look a fool just running at a hunter then dying.

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Gameplay: Match-ups

Kali's match-ups can vary a lot since many gods can fit in the Jungle role so we'll look at most of the common match-ups you'll face and how to correctly fight into them.
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Note: I'm mainly covering reasonably popular choices in Jungle as of right now. I'd rather not write loads about jungling against Anubis when you're only going to see him 1 in 200 games. (Bit of an exaggeration but you get the gist.)

mages

warriors

Assassins

Guardians

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Conclusion:

Kali is one my favourite gods for carrying games and really finds her home in the Jungle. Hope you are all ready to bring the destruction (Get it?) when you next play her.

If you found this guide useful, leave an upvote!

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Leave a Comment

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Collapse All Comments

1
BestMinionEver (69) | June 1, 2017 12:15am
Havent played Kali in so long, think I'll go for a game after work :p

But I'm not a fan of the hearthseeker 2nd item (maybe not even worth at all now after the price change). Yes it is a good burst, but I think it would be better to get it after fatalis if it is worth (ms is always op). And Kali early has always been good imo. 3-2 combo then jump out is just super safe and a ton of damage. And im thinking bluestone will be more than enough early power to get you set up for mid game (which s the real problem imo).
But maybe DT is better?
Ill do some jungle practice and see what i prefere :p
Nice build :)
1
Anothny | March 17, 2017 9:33am
Quite on point build, really rare these days. Definitely an upvote.
1
Greenevers (105) | March 3, 2017 5:23am
I really like this build and guide. I think the build is near perfect, and I'm not 100% on top of things quite yet to critique you on very little things. I wouldn't change anything about the skill order either - nice job. edit: Actually there is one important thing you can add in to the build - items to start with. The standard is usually Bumba's Mask + Bluestone Pendant + pots + Purification Beads. Add in the relics you usually purchase as well.

Item descriptions are good, but I'd experiment with some BB coding and spacing. Don't get me wrong because this guide is very neat with Zilby's template. Underneath Warrior Tabi, I'd maybe put another space between the item icon and the description. Maybe you could add tables, and have the Warrior Tabi icon on both sides, one in each corner, etc. Look around the site for some examples, lmk if you want me to give you a list of links. The same thing can be said for the matchups section.

Kali has a very basic combo, idk if you want to add it in or not - the Incense -> AA -> Lash. Does a big chunk early game especially w/ Bluestone Pendant.

Your gameplay explanations are good. Just some cleaning up can be done, similar to your item explanations. The picture of the warding map can be cropped to take out the white, and made a little smaller. Whatever you think will look better. On the warding and gameplay sections, see how it looks with a space after each rule/heading. Looks a bit cluttered right now. In the warding section you can add the harpies next to the gold fury and how important that is for vision. Free ward that can't be taken down, while also giving you a small amt of xp/gold.

Maybe mention where you start in the jungle and jungle routes, because I think most inexperienced players struggle with this part of the jungle. This isn't a straight jungle guide, but mentioning routes, and how to start off will help. After starting with the mid or solo lane, should I go for buffs or mids? When should I be aggressive and take the enemy jungle? When should I get elementals, and is it worth more to contest those instead of taking two buffs? etc etc...

Matchups - Mention how you can stun and interrupt Taolu Assault, Brutalize, Berserker Barrage, and Soul Reap with Incense. Soul Reap timing needs to be done earlier (pre animation), or you'll be silenced. Fenrir's leap damage can be avoided since you have enough time to recognize his jump animation and with practice it's easy to Nimble Strike in place to avoid his stun. You can do the same thing with Thor's ult, but it's a bit harder.

Good job on the write-up! Now it's just the small things, and you'll have a top-notch guide. Some small typos/grammatical errors:
period after last sentence in Nem matchup & "aswell" -> as well in Gameplay: Mid Game
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WillJackman | March 3, 2017 1:31pm
Dunno how I let a starting build pass by me. Adding that now.

Any links to some good examples would be great. I've got no experience with BB coding at all really. Besides a bit I've learnt using this template.

I mention the combo somewhere, might be somewhere in match ups but you're right that it's worth a larger mention.

Gonna update as soon as I can with a lot of the stuff you've suggested here, thanks for the feedback and compliments!
1
Pallepatrick | March 1, 2017 7:54am
Nice build man.
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WillJackman | March 2, 2017 12:56pm
Ty!
1
Branmuffin17 (394) | February 28, 2017 3:19pm
Hi Will,

Just going through the guides and since you have 0 comments (sadly), I thought I'd give you one.

It's clear you know the god. Your explanations are generally solid, and your build items are as well. It's cool that you provide a crit build for those that prefer it (even though you know and explain that Qin's is better).

On your explanation of a couple of items, I think some additional points might be helpful, or sometimes some adjustments to what you say could be made. For example, and I know it's opinion, but you say 3 hits to max The Executioner stacks is too long. Damn if it doesn't happen in 1 second at full build! Not too long at all to me, and it's an alternative if you don't want to get an item like Odysseus' Bow, which is fine, but with 0 power and that funky passive, makes it feel to me like there are better items you could get.

Speaking of O-Bow, again, it has 0 power. You also have another item that has 0 power, but is absolutely core...Fatalis. 2 items with 0 power, and another with low base power (Heart) make that a somewhat low power build. Sure, she makes up for it a bit with Incense, but she could definitely hit harder. At that point, I would personally consider replacing O-Bow in your main example build with something like The Crusher, if you still want at least some attack speed in the final item. The added pen will also be helpful.

Also, with the writeup of Titan's Bane, you miss one key aspect...when you choose this for your main pen, over Exe, you're also getting a significant boost to objective damage. You also talk about tanks getting upwards of 300 physical protection for your example, but I find that it's unlikely to be that high in all but the most extreme circumstances. A tank is likely to come closer to low/mid 200s. Only way I see hitting 300 is going extremely anti-phys...full tank support build like Greaves + Sov + Thebes + Pest + BoV + Nemean. Just my opinion.

One other thing, you might consider adding info on how to tie the abilities together...I know there's not much to comboing, but maybe a bit more on optimal times to use each ability would be nice.

Anyway, great overall guide.
1
WillJackman | March 2, 2017 12:56pm
Hey, thanks for commenting!

Some of the things may seem a little wierd, I've tried to correct most things when I brought this guide up to date for season 4 (It was written in s3) but there could be some things that haven't been changed/updated that I missed.

In regards to executioner. 1, it doesn't work that well with Titan's Bane and tbh I think Titans is almost always the better option. In reality you can build either, I should probably mention that in the guide. But I do swing heavily towards Titan's in this case, unless you REALLY need the attack speed. Having to land 3 autos before getting the extra damage just seems like too long to me. In the 1 second it takes (minimum, it could be more, you won't always land 3 consecutive autos without being disrupted) you lose a lot of damage, killing quickly is really important for Kali to get heals and get onto another target or get out.

Crusher just doesn't give enough in Kali's case. The CDR isn't really useful at all so I wouldn't replace O-bow with it. As for O-bow. The build example I have going only has 35% AS without O-bow (Since the fatalis change). Kali has 1.43 base AS at level 20, that only puts her on 1.78 AS, add the 15% crusher for 1.93. In my view, that's not enough to really utilize Qin's properly. With O-bow you get up to 2.18 which is better. A lot of your damage on Kali comes from proccing Qin's Sais as much as possible. With Kali's AA chain you get autos off really quick and having more AS just augments that. It also helps to ensure you can keep fatalis effect up as much as possible. It could be replaced by Asi or Ichaival if you want, but I don't think Crusher is a great replacement.

Yeah, here's an example of what I listed earlier. 300 prots is unrealistic with the way people have been building in s4, even on solo laners. I'll change that now, ty. Also will add the objective push point. Can't believe I missed that tbh. That's one of the reason I love Titan's bane so much :L
1
Branmuffin17 (394) | March 2, 2017 1:11pm
Hey Will,

Don't change anything yet...contest is still going on. Wanted to throw that out right now. Follow-up comment incoming.
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