Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Arachne guides

Arachne - Snowball or Bust

5 0 20,511
by sunny99 updated November 3, 2015

Smite God: Arachne

Build Guide Discussion 19 More Guides
Tap Mouse over an item or ability icon for detailed info

Arachne Build

End Game Items

Build Item Ninja Tabi Ninja Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item The Executioner The Executioner
Build Item Soul Eater Soul Eater
Build Item Deathbringer Deathbringer
Build Item Rage Rage

Starting Items (Jungle)

Build Item Bumba's Mask Bumba's Mask
Build Item Boots Boots
Build Item Healing Potion Healing Potion
2

Starting Items (Solo)

Build Item Death's Toll Death's Toll
Build Item Boots Boots
Build Item Healing Potion Healing Potion
2

Situational Actives

Build Item Weakening Curse Weakening Curse
Build Item Enfeebling Curse Enfeebling Curse
Build Item Heavenly Agility Heavenly Agility
Build Item Greater Sprint Greater Sprint
Build Item Greater Purification Greater Purification

Arachne's Skill Order

Venomous Bite

1 X Y
Venomous Bite
2 6 9 13 16

Cocoon

2 A B
Cocoon
3 11 14 17 18

Web

3 B A
Web
1 4 7 8 10

Night Crawler

4 Y X
Night Crawler
5 12 15 19 20
Venomous Bite
2 6 9 13 16

Venomous Bite

1 X
Upon activation, Arachne's next basic attack within 5s does additional damage and infects the target with Venom, dealing damage over time, lowering their healing received and healing Arachne every 0.5s for 3s.

Ability Type: Buff, Damage
Initial Damage: 50 / 75 / 100 / 125 / 150 (+35% of your Physical Power)
Damage Per Tick: 10 / 18 / 26 / 34 / 42 (+8% of your Physical Power)
Healing Reduction: 40%
Healing Per Tick: 8 / 15 / 22 / 29 / 36
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Cocoon
3 11 14 17 18

Cocoon

2 A
Arachne spindles her webbing, increasing her Attack Speed for 4s. If 3 enhanced Basic Attacks hit the same target, that target is Stunned and have their active cooldowns increased.

Ability Type: Buff, Stun
Attack Speed: 20 / 30 / 40 / 50 / 60%
Stun: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Cooldown Increase: 2s
Cost: 70
Cooldown: 14s
Web
1 4 7 8 10

Web

3 B
Arachne shoots a line of Web forward. She is Immune to Slows and moves faster on Web. If the Web reaches max range a Web trap will spawn. Enemy gods who walk through the trap or get hit by the projectile are Slowed by 15%, revealed to Arachne, leave a trail of Web behind them, and are attacked by Pet Broodlings.

Arachne can only have 3 Web traps or projectiles active at a time.

Ability Type: Line, Slow, Damage
Slow Duration: 4 / 4.5 / 5 / 5.5 / 6s
Movement Speed: 40%
Broodlings: 2 / 2 / 2 / 2 / 3
Broodling Damage: 20 / 30 / 40 / 50 / 60 per hit
Web Lifetime: 240s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14s
Night Crawler
5 12 15 19 20

Night Crawler

4 Y
Arachne flips up to her infinite web, hanging upside down above the lane and increasing her movement speed. She may leap off the web to deal damage to all enemies in the target area and create a large web around the target area. The web area provides the same slow to enemies and benefit to Arachne as her Web Trail.

Arachne may activate Ability 1 and 2 while running on this web.

Ability Type: Circle, Slow, Damage
Damage: 150 / 250 / 350 / 450 / 550 (100% of your Physical Power)
Duration On Web: 5s
Movement Speed: 40%
Damage Radius: 15
Web Radius: 25
Cost: 100
Cooldown: 90 / 85 / 80 / 75 / 70s

Introduction

I've read a few guides regarding Arachne - a lot of which were before the God changes. This guide is an amalgamation of this research plus concepts and ideas I have incorporated into my play style for this God.

I do not intend for this guide to be "best practice" or even the ultimate guide - I'm very aware that it's most undoubtedly not. This is also my first guide so please be kind!

I'm not new to MOBA's although I'm relatively new to SMITE but hopefully have enough grasp of its basic concepts for this to be of help to someone.

FYI this guide is aimed towards Conquest. I'll try and keep this updated as much as possible - don't forget to read the comments below - There are some very good alternative items and tips described by other readers which may not be included in the guide itself.

Summary

This guide will be split into two sections (based off of the two item purchase orders above).

With Arachne I always intend to Jungle - from what I have read and witnessed Arachne is one of the strongest Jungle clearing Gods and therefore this is my main objective.

The main premise behind this build strategy is to build up large amounts of attack speed (1.9), Life Steal (45%), Crit chance (50 - 100%) and accompany that with Arachne's enemy slow & chase prowess.

It does leave area's of exploitation but knowing these faults is key to being able to utilise this build to its full potential.

As above, so below - this guide is my proffered method of playing Arachne that I enjoy - do not forget that this is a game that is to be enjoyed - 90% of the time I play this build I will go positive and be a benefit to the team. The strongest game saw me go 46/9/10.

This guide is how I play Arachne - it won't be the best possible build but I know I play well with it. I'm open to further suggestions and welcome constructive criticism as this is my knowledge of the game and this character so far so improvements are encouraged!

Items

Sometimes you will find yourself in a situation where building for a jungle character isn't possible (it's rare but it has happened) situations may include:

  • d/c leaving an open lane
  • team members in private parties wanting to lane together leaving a lane open
  • enemy team is pro at counter Jungling
These are not the only instances i'm sure, but when you get a feel for Jungling basics you have to play things by ear. The changes in this style of play are situational and the items in the above purchase orders are practically the same.

Sometimes it's possible to see that you won't be viable in the Jungle before any items are purchased - if this is the case I build more focused on Solo lane. If you find out after 5 minutes or so that being in the Jungle is not beneficial - although it may seem like a backwards step - cutting your losses early is better than performing poorly and being the main target for the enemy team.

Sell your Bumba's Mask and focus on getting the next items.

This section only describes the differences between the two item purchase orders. The following sections will go into further detail about specific items.

Skills

I have seen some people say that Arachne's abilities do not have a well developed 'synergy' and are muddled with no distinct combo patterns. To some degree I can understand this but I think that Arachne's abilities are useful together but can also be used singularly; both with advantageous effect and deciding to combo burst abilities or prolong activation is purely situational. This section will outline the main concepts behind each ability - further detail as per their use will be covered in the game phases sections.

  • Predator
    As passive abilities go I like how Arachne's does scale throughout the entirety of a match. As this ability grants additional damage based on a targets missing health a lot of people like to build Qin's Sais as they compliment each other (also Physical Power and Attack Speed are welcomed in this build) - but as Qin's only deals 4% I tend to omit it from this build, but nonetheless it's important to give you all options and recommendations I have noted along my path.
  • Venomous Bite
    This ability is very devastating and essential to Arachne's early game progression. I do find that it does fall off in the latter stages in terms of damage output but who really turns down the opportunity to deal DoT whilst in turn regaining some health - it can be the difference between dying and a pentakill.
  • Cocoon
    This ability is definitely useful for gaining kills. Not only do it boost your attack speed of your next three auto's but the stun - albeit minor is usually enough to dispose of an enemy. As the stun doesn't scale too much it does mean that achieving max level may be slightly delayed in favour of more useful abilities early on - yet a single point in this ability early is highly recommended.
  • Web
    The Web ability is probably my favourite. It's use spans the entirety of the game and it can be used in a multitude of ways:
    • Broodlings = Jungle tanks
    • Broken webs = wards (give vision to Arachne)
    • Broodlings can gain you kills without needing to tower dive
    • Broken web trails grant movement speed buff and immunity to slows
    • Broodlings are an effective way to push a lane
  • Night Crawler
    As Ultimate's go Arachne's is not the best. With that said it is still a vital tool in this Gods equipment. The beauty of this ability is the dual purpose nature of it being an initiation move or an escape mechanism.

    Night Crawler (this is stated loosely) is almost a combination of Loki's Vanish & Assassinate abilities. Some say that Loki's kit is better as Vanish can be used every 15s - this is true but i'd rather have Night Crawler & another useful main ability then being able to zip in and out of sight (IMHO I can't stand Loki - powerful God yes but I don't like that style of play - too sneaky).

    Again this ability has the flexibility to be used in a variety of ways and therefore I find that it holds its spot valiantly in this Gods arsenal.

Early Game

Okay now for the Nitty Gritty...

As with every God in SMITE...the key to success is gaining a good start and maintaining that advantage throughout; with this build this seems to hold more weight than I've noticed with other Gods.


Jungle Build




Item Cost (individual) Cost (cumulative)
Boots 300 300
Healing Potion x2 50 400
Bumba's Mask 800 1200


This will leave you with 300g. I tend to leave this and use it towards my first item Ninja Tabi but if you find that you struggle in the first 5 levels then it's more than plausible to get the first item in the Active Items tree
(Sprint / Creeping Curse) Either would increase your survivability in ganks although I find getting Ninja Tabi asap most beneficial. Some may find it unusual to not include Hand of the Gods - again another possible option but I find that Arachne doesn't need the clear after about level 3 (although some may argue the boost in clear time is useful throughout - I just don't use it myself).


This guide assumes that you, the reader, is not unfamiliar with the map used in conquest game types. This information can easily be found online and the fact you're reading guides shows that you are actively seeking knowledge about this game and therefor I won't babysit you too much.


So...before minions spawn - grab your items and head straight into the jungle (short lane side). This guide will not be a step by step guide as to how to jungle either - this is a major part of this build strategy but I don't see that there any recognised meta for the Jungler role. Therefore it's very situational on how this role is played and your game should be proactive rather than reactive.

My situational triggers can be:
  • Am I in a party(or team mates are hitting Jungle Camps before wave 1) or solo queuing?

    If solo:
    • Start at the Damage / Speed Camp (place two Webs prior to spawn)
    • Clear back Xp Camp
    • Help clear Wave 1
    • Clear Mana Camp
    • Move to Middle Xp Camp

    If party:
    • Start at the Damage / Speed Camp (place two Webs prior to spawn)
    • Clear remaining Xp & Mana Camps
    • Clear remaining wave 1
    • Move to Middle Xp Camp

  • Is either my team or enemy team trying to get pre-Wave 1 first blood?

Other considerations could include:
  • Is it possible to storm the enemy Jungle at around 15s? (Jungle Camps spawn at 10s FYI)
  • How likely is it that your team members are going to rotate the Jungle Camps?
  • Which Gods are likely to need some gank assistance?
  • Has their team got a possible Jungler too? If so be prepared to run into each other...Just make sure you're out-farming them.

These are the kind of things I think about before a match has begun. Again some are more situational than others. The above Jungle starting suggestions are a very basic guide - I don't feel my Jungle skills are top notch and this changes game by game - but this is how I aim to start.

Once this is complete you should have gotten to around level 3/4 - I tend to have used both Healing Potions as the Mana & Damage/Speed Camps are quite tough at this low level. You want to be using your Web Ability to spawn Broodlings to take as much damage as possible. When your health starts to diminish Hit them with a Venomous Bite to drop the Camp quicker and restore some health. This is pretty much the premise of fighting the camps throughout - it just gets easier and easier as your level increases.

It may be beneficial to cross mid lane (Maybe drop a web to give them a little assist) and continue your farm in the opposite Jungle. Once the Camps are taken care of, consider how the dual lane are performing and whether they need a gank whilst you are there. If not head back and assist your Solo lane.

Ganking:
This can be tricky for Arachne so early on...it's possible but care has to be taken as you are squishy. My suggestion would be to try and get behind an enemy pushing your lane. I try and get a Web on them directly instead of relying on them to fall back into it. If it hits, great, you just increased your chances of a kill by probably 50-60%. If not try and land three successive Cocoon buff Autos to lock them down. Avoid getting locked down like the plague.
Get as much damage done and just before they have chance to run smash a Venomous Bite to counter heal any retaliation and deal damage when they begin to run...When they run you can either chase on foot (best if you hold the Speed Buff) and try and land a web in front of them. If its on cool down you can resort to chasing them with your Ult - land just ahead of them and either drop a Web or another Cocoon / V Bite combo.
Even if you don't get the kill you would have severely made your presence known and forced them to recall. It's best to attack fast and with the element of surprise - do this often enough and just the site of you coming from the Jungle towards them will cause them to run and make bad decisions.

You should be in the range of level 8 - 10, with the possibility of a few kills; your items by this time should be similar to the following: Bumba's Mask, Ninja Tabi, Devourer's Gauntlet. These have been prioritised as getting stacks on your gauntlets is best done as early as possible otherwise getting them later would not be as much benefit.

Solo Lane Build




Item Cost (individual) Cost (cumulative)
Boots 300 300
Healing Potion x2 50 400
Death's Toll 800 1200

As stated previously you should be aiming to Jungle - but if you find yourself needing to Solo lane it's not the end of the world. Death's Toll replaces Bumba's Mask This should help keep you in lane longer.

You should play the Solo lane quite passively - this is due to you being so squishy. Let them push - if they push hard enough to reach your tower drop a web in tower range to prevent the Minions damaging the tower for as long as possible. Care still needs to be taken for tower dives as being stun locked can easily result in your death although it's still possible with a Web & Cocoon combo to take out an enemy with the towers assistance.

It may be possible once you've reached level 3/4 to drop a couple of Webs along the minion path and dip into the Jungle to take out a few mobs before returning to defend the tower.

Your main aim should be to remain in lane and suck up that beautiful Solo Xp. Use your Venomous Bite to keep your health above 70%. The Early game phase is the main difference in approach - once past this phase the build takes a more universal role.

Your items should be similar to the following: Death's Toll, Ninja Tabi, Devourer's Gauntlet.

Mid Game

This phase is where this build starts to take shape.

Your main objectives should be as follows:

  • Gather stacks for your Devourer's Gauntlet
  • Roam the map for Jungle Camps & buffs
  • Initiate ganks for any possible kills
  • Focus lanes which need additional support
  • Farm for your next items: The Executioner & Soul Eater
  • Take out the Gold Fury

In this phase there is a possibility that team fights are becoming more frequent. I wouldn't say avoid these but you must approach them with caution. This is because I've found that Arachne is often focused (I don't know if it is due to her large surface area or whether people just hate her that much...it's most likely due to the fact that experienced players know how quickly she can be killed once caught out of position).
Either way if the fight consists of 6 players or more (both teams) I tend to wait a few seconds after kick off before jumping into the fray. This pause often stops the focusing as people have chosen their enemies and are less likely to switch targets...by this point it's too late.

Arachne is best suited to 1v1 fights.

I cannot stress this enough - She can deal with multiple enemies but in the mid phase 1v1 there's not many Gods that can out-box her or even escape.

So with that said you should be continuing your farm by Jungle Camps and dipping in and out of lanes across the map. keeping your self buffed is a massive advantage - I rarely see myself without one.

The first Mid game item is The Executioner. This gives Arachne a very welcome Physical Power and Attack Speed Boost. After this is obtained do not be afraid to get yourself into a 1v1 fight.

Secondly you should aim for the Soul Eater. Another Attack Speed buff with some Life Steal (plus aura) and a much needed increase of 300hp.

Once these items are obtained you are probably going to be around level 13 - 15. It is at this point you are able to Solo kill the Gold Fury - Do this as soon as possible. You want to get this done before the enemy has even considered it (sometimes they will have team killed the Gold Fury but it's not likely in Casual). This will give you and your team and healthy boost to their farm.

I'd consider selling your Bumba's Mask / Death's Toll at this point as their benefits are not really noticeable now and this gold can be used towards getting your end game items more promptly.

Items at the end of phase: Ninja Tabi, Devourer's Gauntlet, The Executioner, Soul Eater.

End Game

This phase, if everything has gone to plan, is where this build starts to dominate.

Hopefully by this point your God should be the highest level in the game. If this is the case you're in very good stead and it is crucial that you take advantage of it.

As you have invested farm into Life Steal, you're able to quite easily counter heal any damage dealt to you. This phase deals with increasing your Crit chance and overall damage (and in-turn your Life Steal).

You are effectively employing the same tactics found in the Mid game phase but you're able to do it with a lot more aggression. Roam the map, kill Jungle Camps, gank where possible and continue to kill the Gold Fury (Respawns every 5mins - check the icon on the map and do not forget that your Web can be used to ward the Gold Fury / Fire Giant). As you are aiming to be the highest level God in the game this will give all your lower level team mates a much needed boost.

I focus on farming a Deathbringer asap. Once this is done you should be dealing significant damage.

Once complete get yourself Rage. Another boost to Physical Power and a substantial increase to Crit chance.

Edit:
Some suggestion has been made to switch the build order between these two items - I have read in other guides to buy Rage before Deathbringer keep this in mind - try mixing it up. This guide is flexible so make it work for you.


With this setup you should be able to effectively kill anyone, although care should still be taken in team fights. High burst enemies such as Loki can be a problem as it gives you less time to recover your health although I've successfully won fights with these Gods even when they have the initiation advantage (the Soul Eater 300hp is just enough to keep you alive). It's not out of the realms of possibility to reach Cries over 800 with this build and with the relatively high attack speed you can see how quickly enemies can drop. 2/3 hit kills are quite common and with 45% Life Steal on an 800 Crit is tasty mid fight.

Some may have noticed that I haven't said to buy any actives...They are listed in the Purchase Orders. I like to get my main items as quickly as possible - feel free to buy actives along the way but expect them to push back your late game items by a few minutes. Some would argue that these items would increase farm...I don't know why but this is the only build I buy actives last.
Once I have the above items I don't need the money and I get the actives for the final stages of the match just for some extra control and escape options.

You should be pushing back to the enemy base by this point. Grab kills, kill Phoenix's and as you all know get that enemy titan down.

Final item list: Ninja Tabi, Devourer's Gauntlet, The Executioner, Soul Eater, Deathbringer, Rage & Situational Actives.

Pros / Cons

Pros:

  • High Damage
  • High Attack Speed
  • Lots of Life Steal
  • Flexible role

Cons:
  • Very squishy
  • If focused then you can kiss your spiders goodbye
  • If under leveled it can be difficult to get back into the game - but not impossible
  • Counter Jungling can cause problems
  • Low team fight presence
  • As with any build - it requires a team that doesn't feed the opponent!

Tips

  1. Do not underestimate the lingering effects of Venomous Bite's poison - in the early game phase this can gain you kills long after you've ditched the fight!
  2. Your spiders in the early phase can also be instrumental in gaining you kills.
  3. I've faked recalling outside an enemy Phoenix before. I had about 20%. You all know how satisfying it is to cancel someone's recall... I've waited for enemies to come and stall the recall - cancelled the recall and gained a triple kill outside their base and ended up with near full health - continue the push.
  4. If you take damage outside the enemy don't be afraid to leave the fight and quickly kill a Jungle Camp - you will have prevented an unwanted death and you will have most of your health back to continue the fight.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
Vithaliy (8) | October 13, 2015 4:54am
It should be at a good level now! (Here is the link)
Please leave comments if you want me to detail more some aspects! :)
1
sunny99 | October 13, 2015 12:58am
Yeah I play other roles & Gods (well i SUCK at mid/mages but i'm trying :P ) Arachne was the first God I actually started to wreck matches with and that alone becomes addictive!

Arachne is the only jungler I play really, I like to play support/carry roles mainly.

Yeah I've seen - looking forward to seeing it finished!
1
Vithaliy (8) | October 12, 2015 1:56am
I don't play Arachne as much as you do I guess, mostly because I try to play all lanes (and thus different gods) in order to increase my overall knowledge of the game (instead of being an expert in the jungle for instance). That's just a matter of choice and learning curves! I might be a slow learner :p

Anyway, I can also provide some information regarding good/bad match-ups.

Enemy gods that will help you snowballing:
Jungle : no leaps hum? Love it!
Loki, Nemesis, Mercury, Ratatoskr, Thanatos

Solo-lane : no escape hum? Run baby, run!
Hel, Aphrodite, Nu Wa, Chang'e, Hades (even tho he has a leap, but if he uses it for lane clear he's dead), Guan Yu

Enemy gods you don't want to deal with:
Jungle : stop jumping around, I can't get my broodlings to bite you!
Serqet, Bastet, Awilix, Hun Batz, Fenrir
Solo-lane : I almost had you, which did you ult???
Bellona, Sun Wukong

Yeah at some point I should start writing my own guides! xD

PS: I did :p
1
sunny99 | October 12, 2015 1:21am
Good input! i've been trying to broaden my horizons as of late as Arachne was getting upto 40% played for my gods :S You're right though I always do well with Arachne - even if my team loses i'll 95% of the time go positive!

The build looks good! (maybe make your own guide aswell?) I don't think it'll fit well with how I like to play but i'm definitely going to try and fit in Mail of Renewal somewhere as That's a really good suggestions IMHO!

Thanks again for your input throughout.
1
Vithaliy (8) | October 8, 2015 6:52am
A quick update from my previous posts as I keep playing Arachne.
Even if I'm not the best jungler, I keep winning a lot more often with Arachne than with any other (jungler) gods. My win/lose ratio is currently 77% after 26 games (207 kills, 101 deaths, 200 assists). She's in B+ tier in most tier lists I can see, but I don't feel like I need a specific comp around me to do good.

In the current meta, even on Arachne, using Mail of Renewal (or Spirit Robe) is still a valid choice, especially if you go with Qin's Sais.

As a consequence, my builds have evolved a bit.

When I'm fed :
Ninja Tabi, Jotunn's Wrath, The Executioner, Qin's Sais, Mail of Renewal, Rage.

When I'm OK but want to go all in :
Ninja Tabi, Jotunn's Wrath, The Executioner, Qin's Sais, Rage, Brawler's Beat Stick.

When I'm behind / dying too often :
Ninja Tabi, Jotunn's Wrath, Mail of Renewal, The Executioner, Frostbound Hammer, Soul Eater.

A few remarks:
- With her 70% steroid, you don't have to go too much in attack speed, but I still go up to 2.05 in most cases as I love to box fast.
- Arachne can afford to put defensive items. Remember that if you're dead, you're useless! :D
- Brawler's Beat Stick is always a good situational item against Hel/ Aphrodite/ Chang'e since Weakening Curse does no longer block all healing.
- Asi is really interesting if you have a good support from your team ( Geb or Hel) and can affort to go deep.
- Qin's Sais is only to be used against tanks, otherwise you'd rather prefer more criticals with Deathbringer or more lifesteal to box.
1
Vithaliy (8) | October 2, 2015 1:53am
I've been trying Qin's Sais once as I was WAY TOO FED, it's just too fun. I had Qin's Sais, Rage and The Executioner on by 15 minutes. 13 kills, no death :D
If your game last forever, putting Qin's Sais is always a good idea. In that case maybe Soul Eater works better than Frostbound Hammer
1
sunny99 | October 2, 2015 1:00am
Cool, I like your thinking with those items. I'm just a sucker for hitting big crits although DPS should be priority. Sometimes if a game goes for a long time say 50/55mins+ i'll switch out an item depending on the enemy team and put in something like Asi (if they're not doing much burst, Frostbound Hammer if i'm getting killed too quickly. But i'm usually switch out one of the Life steal items so I may try switching out Deathbringer instead - other options could be Hastened Fatalis or Qin's Sais.

There's a lot of flexibility with Arachne and I think that's why I like playing this God. You can switch up your playstyle and still be a good benefit to the team which is always my goal in every game.
1
Vithaliy (8) | October 1, 2015 8:10am
I've been trying Arachne a lot recently, because I think she has great potential in this meta against Hel and Aphrodite in the solo lane (and the future Sol as well).

I'm not sure that the two critical items are mandatory, maybe Deathbringer can be replaced by Brawler's Beat Stick for better penetration against tanks. It has worked well for me! :)

Regarding actives, Weakening Curse + Greater Purification are perfect for Arachne. I usually max Weakening Curse before 10 minutes, except if many have dashes in the opposite team, in which case I might go with Greater Blink to catch up.
If your target is running away from you, he/she's most likely dead. Love it.

The toughest part is to always have the speed buff when chasing. In order to do so, I ward on their jungle to steal it when I can.
1
Vithaliy (8) | September 26, 2015 5:42pm
Yep, with Bumba's Mask you have enough MP5 to plant a web on their blue buff, one on your speed buff, then go back to their blue buff to trap them! :D
I did that a few times, it helps a lot for the snowball effect. If the solo laner is squishy early game ( Hel, Aphrodite or Loki for example) it's really easy to take the advantage.

The last game I had was more difficult, Hun Batz was really a problem compared to most junglers. As I was behind, I tried the Frostbound Hammer : it works fine. The HP helps to cover the difference in level when boxing, combined with Soul Eater.. you can solo the Gold Fury real quick at lvl 15.
1
sunny99 | September 25, 2015 12:30pm
Good points by all, thanks again for the feedback.

The aim for this role is snowball or bust - it has limitations but so do most builds - otherwise everyone would just play that :P The choice for the two Life steal items is to counter the lack of health / defensive items - I've found with the above items you can usually out heal 90% of damage taken but it does fail sometimes.

The boot choice is to gain some early attack speed increase as well as the movement increase but i'll try your suggestions for sure.

As for the Devourer's early - I've not found it too difficult to gain the stacks actually. The jungle doesn't provide many I admit but I've found that dipping into lanes for quick minion kills & ganks they soon add up by the time i'm ready for the Gold Fury.

The lack of slows would be useful - although the web + Ult are usually enough to catch anyone to be honest! But yeah maybe buying one of the listed Actives earlier could assist with that.

I wouldn't say this build is hyper carry but if you pull it all off quickly you can destroy their team before their hyper carries really get going...Yeah just avoid or approach teamfights with caution!

Oh and early skills - You can plant two webs early and by the time the Jungle camps spawn you have full mana from regen :)
Thanks again.
1
Rinorim (5) | September 25, 2015 9:40am
Could Frostbound Hammer be a thing on Arachne. Slow for days... and it has health! YAY health!

but seriously, I think it could work. No good for teamfights, but she already sucks in teamfights, lol.
1
Devampi (105) | September 25, 2015 8:27am
I'm going to agree with focussing the web as those broodlings always were something that helped arachne a lot in the jungle (even before junglignng was a real role arachne could jungle because of the broodlings)

I also agree with the point of taking Rage before Deathbringer I don't know why this ever changed to Deathbringer Rage in S2 as Rage always gave 2-3 DPS more (except for Artemis because passive) then the Deathbringer first.
especially now DB is getting nerfed the Rage db is going to be stronger.

as last thing my recommendation would be to not take a Devourer's Gauntlet as stacking can be pretty hard in the jungle. and to only take one lifesteal item. because your build could use a Jotunn's Wrath for some CDR or a more defensive item
Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved