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GRANDMASTER MARTICHORAS ADC GUIDE!

11 6 20,976
7.1
by TottiGR updated April 9, 2024

Smite God: Martichoras

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Martichoras Build

Starter Skills Build

Notes Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Bluestone Pendant Bluestone Pendant
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Bluestone Brooch gives you a lot of power and stacks damage with your main push and damage skill Suppress The Insolent.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Notes

Bluestone Brooch gives you a lot of power and stacks damage with your main push and damage skill Suppress The Insolent.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Transcendence Transcendence
Build Item Soul Eater Soul Eater
Build Item The Crusher The Crusher
Build Item Fail-Not Fail-Not
Build Item Heartseeker Heartseeker
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Other Choices

Notes Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.


Fortifying Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Fail-Not.

Jotunn's Wrath provides you of 20% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold.

Hydra's Lament provides you of 10% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold, also his power buff to the next basic attack after using an skill goes perfectly with Marthichoras.

Notes

Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.


Fortifying Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Fail-Not.

Jotunn's Wrath provides you of 20% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold.

Hydra's Lament provides you of 10% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold, also his power buff to the next basic attack after using an skill goes perfectly with Marthichoras.

Build Item Mantle of Discord Mantle of Discord
Build Item Titan's Bane Titan's Bane
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Hydra's Lament Hydra's Lament
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Fortifying Shell Fortifying Shell

Martichoras's Skill Order

Acid Rain

1 X Y
Acid Rain
1 3 6 7 9

Poisoned Barb

2 A B
Poisoned Barb
2 8 11 12 14

Stalk Prey

3 B A
Stalk Prey
4 15 16 18 19

Death From Above

4 Y X
Death From Above
5 10 13 17 20
Acid Rain
1 3 6 7 9

Acid Rain

1 X
Martichoras fires hundreds of venomous spikes from his wings, creating a circular rain of spikes that deals damage as it rolls forward. As the rain moves, it leaves behind a toxic trail that slows and damages all enemies within the trail.

Ability Type: Area, Slow, Damage
Range/Radius: 40,60 / 11
Initial Damage: 80 / 120 / 160 / 200 / 240 (+70% of your Physical Power)
Trail Damage: 6 / 10 / 14 / 18 / 22 (+10% of your Physical Power every 0.5s)
Slow: 25 / 27.5 / 30 / 32.5 / 35%
Trail Duration: 3s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Poisoned Barb
2 8 11 12 14

Poisoned Barb

2 A
Martichoras shoots a stinger, dealing damage, piercing minions, and stopping on the first enemy god hit. The stinger then persists for 3s attached to the enemy god, reducing their healing, or at a point on the ground. Martichoras can explode it by hitting it with a basic attack or ability. The explosion deals damage, reduces healing, and Roots the god who held the stinger.

Ability Type: Line, Root, Damage
Range/Radius: 55 / 20
Projectile Damage: 45 / 80 / 115 / 150 / 185 (+55% of your Physical Power)
Explosion Damage: 30 / 65 / 100 / 135 / 170 (+50% of your Physical Power)
Root Duration: 1 / 1.2 / 1.4 / 1.6 / 1.8s
Healing Reduction: 40% for 5s
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 13s
Stalk Prey
4 15 16 18 19

Stalk Prey

3 B
Martichoras creates a patch of stealth grass in which he and all allied gods may hide. While inside and on exiting the patch, Martichoras gains Movement Speed. Martichoras’ Basic Attacks from stealth gain 10% additional Basic Attack Damage up front and apply 8 stacks of Venom. Enemies may reveal anyone hidden in the patch by entering it or by placing a ward inside its range.

Ability Type: Area, Buff
Range/Radius: 55 / 27
Patch Duration: 120s
Max Patches: 3
Movement Speed: 10 / 15 / 20 / 25 / 30% for 3s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 25 / 24 / 23 / 22 / 21s
Death From Above
5 10 13 17 20

Death From Above

4 Y
Martichoras becomes CC immune and untargetable as he soars into the air, raining down 12 bursts of damaging toxins over 3s. Each time an enemy is hit with a burst, their Physical Protections are reduced.

Ability Type: Circle, Debuff, Damage
Range/Radius: 55 / 10
Damage per Burst: 30 / 45 / 60 / 75 / 90 (+12% of your Physical Power)
Protection Reduction: 3% per stack, max 8 stacks
Debuff Duration: 4s
Cost: 100
Cooldown: 100s

Martichoras Threats

Tap each threat level to view Martichoras’s threats

Max
6
Major
0
Even
0
Minor
0
Tiny
0

Martichoras Synergies

Tap each synergy level to view Martichoras’s synergies

Ideal
4
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Martichoras as an ADC.


Here are my socials:

Abilities

Martichoras' Abilities


Passive - Monstrosity

Martichoras's passive. Gains stacks of Ferocity every time he hits an auto attack, ability, gets a kill or an assist. Once you get the 100 stacks, he loses the Ferocity and gains an attack speed.

Also, he gains a permanent Monstrosity stack of Physical Lifesteal and Physical Ability Lifesteal.

This is why I always consider important to build this god into power items and focus the damage in the skills. I would always buy Soul Eater because will perfectly fit with this Lifesteal Stacks!


Ability 1 - Acid Rain

Martichoras's main clear ability. Martichoras fires hundreds of poisonous spikes, creating a circular rain that deals damage as it moves, leaving a toxic trail that damages and slows. This skill is really useful if you build Bluestone Pendant and Heartseeker because it will easily stack both items passives!


Ability 2 - Poisoned Barb

Martichoras main CC skill. He fires a stinger that deals damage that pierce minions and persists in the god hit by 3 seconds. For exploding the stinger you need to hit an auto attack or skills over the enemy, this hit will stun and deal a lot of damage!
This skill is so important during trades because you will always look to use it for starting a fight by stunning the enemy.


Ability 3 - Stalk Prey

Marthicoras invisibility skill. He creates a patch of stealth grass in which he hides from the enemies. Every time he leaves the grass, he gains a movement speed buff that can safe yourself in difficult situations, like when you are getting ganked by the jungler or the enemy support.

One important thing! Enemies can spot you over the grass if they enter inside or if they just place a ward.


Ultimate - Death From Above

Martichoras ultimate skill. THE MOST POWERFUL ONE. He goes into the air becoming immune to damages and CCs while raining down 12 bursts of damaging toxins that decrease the enemies' physical protections. As mentioned for Acid Rain, this skill is really useful if you build Bluestone Pendant and Heartseeker because it will easily stack both items passives!


Main Combos:

Poisoned Barb > Auto Attack > Acid Rain > Death From Above > Stalk Prey in case you need to chase enemies

Stalk Prey wait inside the grass where you can hide and wait for your prey! > Poisoned Barb > Auto Attack > Acid Rain > Death From Above

Poisoned Barb > Acid Rain > Stalk Prey > Auto Attack > Repeat the Poisoned Barb and Acid Rain and finally use your ultimate, Death From Above

How To Play Marthichoras!

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the purple buff, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 2 so will need level up your second skill Poisoned Barb so you will have an skill that can be used for starting a duo lane fight by stunning them with the poisoned stinger!

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you spam your skills for securing the camp. Anyways, I do recommend as a hunter that if someone comes to contest, you should always try to fight them instead of securing the buff because you have a really good god for early fighting and an easy chance of getting some early kills that can make the difference during the early period of the game!

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly with your combination of skills, Posioned Barb and then Acid Rain this skills stacked up with Bluestone Pendant will easily clear the minions.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This hunter has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). Don't try to risk your life so you can poke the enemy ADC by using your Acid Rain and Poisoned Barb through the minions into the enemies, the will give you a lot of lane pressure because you will easily push the wave while poking the enemies hunter. I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest. More important, you should always play passive with this non dash type of Gods.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • As for late game teamfights, most often you should play safe, you will have to position yourself in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have upgraded Temporal Beads and Aegis of Acceleration before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THE ENEMIES ARE DOING ENGAGE ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward As ADC

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.


  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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1
KushTV | April 26, 2024 3:35am
Fail not? On marti? WTF is this 😂
1
Kriega1 (143) | April 26, 2024 6:23am
Are you new to Smite? Fail-Not on ability hunters is not uncommon, and currently it's part of the main ability hunter build: Brooch > Jotunns > Trans > Fail-Not > Titan's > Heartseeker
1
Farthus (13) | April 26, 2024 5:04am
I don't see why that is such a surprise item for you? Marti is ability based and greatly benefits from the cooldown and pen from this item while also giving him that crit chance. literally no downside to building this item.
1
KushTV | April 27, 2024 1:55am
His ult completely takes him out of the fight, usually by the time I’m done ulting as marti if they’re not dead they have dashed away out of basic range and depending on the enemies I don’t see that being a good pick for him. My marti build is a little different and I just posted it. Just to see what everyone thinks

his build is good but I would replace fail not with hydras. And if you’re going transcendence you might as well go jouttons>soul eater for the mana
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1
Kriega1 (143) | February 18, 2024 7:09am
Think other guy means the ability section talks about Hachi abilities, and the preview video is for Medusa
1
diderius | February 18, 2024 7:04am
Your Martichoras guide needs a lot of work. The video linked is for Medusa, and your guide is for Hachiman. The warding section is missing information that you mentioned would be featured, for example the red circles are mentioned for objective placements. Counter warding and defensive warding are mentioned as well but no spots placed on the map
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League of Legends Build Guide Author TottiGR
GRANDMASTER MARTICHORAS ADC GUIDE!
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