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Grandmaster Tsukuyomi Jungle

25 4 46,907
8.5
by AutoSpeed updated April 21, 2024

Smite God: Tsukuyomi

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Tsukuyomi Build

Starting Items

Notes Manikin Scepter upgrades to Manikin Hidden Blade late game, which will deal massive ability damage from afar., which will deal massive damage during the late game

Notes

Manikin Scepter upgrades to Manikin Hidden Blade late game, which will deal massive ability damage from afar., which will deal massive damage during the late game

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
3
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Aegis Amulet is important for Tsukuyomi because it fills the downtime of having no abilities up.

Notes

Aegis Amulet is important for Tsukuyomi because it fills the downtime of having no abilities up.

Build Item Bumba's Spear Bumba's Spear
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Hydra's Lament Hydra's Lament
Build Item Heartseeker Heartseeker
Build Item The Crusher The Crusher
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Optional Items

Notes These items would replace The Crusher.

Bloodforge if you want to forgo ability damage for extra sustain and snowball.

Mantle of Discord is a powerful item for winning the jungle 1v1, if you ever feel pressured

Notes

These items would replace The Crusher.

Bloodforge if you want to forgo ability damage for extra sustain and snowball.

Mantle of Discord is a powerful item for winning the jungle 1v1, if you ever feel pressured

Build Item Bloodforge Bloodforge
Build Item Mantle of Discord Mantle of Discord

Tsukuyomi's Skill Order

Dark Moon Shuriken

1 X Y
Dark Moon Shuriken
2 4 6 7 10

Kusarigama

2 A B
Kusarigama
1 15 16 18 19

Silver Moon Caltrops

3 B A
Silver Moon Caltrops
3 8 11 12 14

Piercing Moonlight

4 Y X
Piercing Moonlight
5 9 13 17 20
Dark Moon Shuriken
2 4 6 7 10

Dark Moon Shuriken

1 X
Tsukuyomi calls upon Shingetsu, summoning forth a Dark Moon Shuriken. The Shuriken damages enemies and stops on gods, sticking into them. If Tsukuyomi gets close to the god he retrieves the Shuriken and reduces its cooldown.

After casting this ability Shingetsu's next Basic Attack becomes ranged. This attack steals Movement Speed from the enemy hit.

Ability Type: Line, Slow, Damage
Shuriken Damage: 85 / 135 / 185 / 235 / 285 (+80% of your Physical Power)
Cooldown Reduction: 4s
Movement Speed Steal: 25%
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 12s
Kusarigama
1 15 16 18 19

Kusarigama

2 A
Shingetsu and Mangetsu form themselves into a Kusarigama. Tsukuyomi swings the weapon to his left and right, damaging and disarming enemies hit. He then swings the weapon forward with more force stunning enemies hit. While channeling Tsukuyomi gains 25% Movement Speed and is immune to Knockups.

Ability Type: Area, Crowd Control, Damage
Swing Damage: 35 / 60 / 85 / 110 / 135 (+40% of your Physical Power)
Disarm Duration: 1s
Final Damage: 60 / 115 / 170 / 225 / 280 (+80% of your Physical Power)
Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14s
Silver Moon Caltrops
3 8 11 12 14

Silver Moon Caltrops

3 B
Tsukuyomi holds Mangetsu aloft as it erupts into starlight, sending stars falling to the ground. As they land they become Caltrops, damaging enemies in the area and slowing them for 2.5s. Enemies who move inside this Caltrop field take damage and are slowed again.

After casting this ability Mangetsu's next Basic Attack becomes ranged. This attack deals bonus Physical Damage.

Ability Type: Area, Slow, Damage
Damage: 20 / 35 / 50 / 65 / 80 (+20% of your Physical Power)
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Bonus Damage: 5 (+30% of your Physical Power)
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 14s
Piercing Moonlight
5 9 13 17 20

Piercing Moonlight

4 Y
Tsukuyomi channels the power of the Full Moon, gaining Crowd Control immunity and 20% Damage Reduction. He fires forward 4 powerful piercing beams of moonlight. Enemy gods damaged become marked. Each beam can hit up to 3 enemy gods. After firing all beams Tsukuyomi charges forward at light speed, dashing through all enemies in the order they were hit, dealing heavy damage. Tsukuyomi will end his dashing at the final enemy hit. If Tsukuyomi kills an enemy god with this ability he will gain both of his ranged basic attacks.

Ability Type: Line, Buff, Damage
Beam Damage: 30 / 50 / 70 / 90 / 110 (+15% of your Physical Power)
Dash Damage: 70 / 100 / 130 / 160 / 190 (+50% of your Physical Power)
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Tsukuyomi Threats

Tap each threat level to view Tsukuyomi’s threats

Max
2
Major
4
Even
7
Minor
8
Tiny
2

Tsukuyomi Synergies

Tap each synergy level to view Tsukuyomi’s synergies

Ideal
1
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Tsukuyomi Basics

Tsukuyomi's Abilities


Passive - Shingetsu & Mangetsu

Tsukuyomi empowers his weapons when he damages enemies, dealing extra damage and restoring health or restoring mana, depending on which weapon is used, alternating every basic attack.

Shingestsu & Mangetsu becomes activated by almost every attack Tsukuyomi can do, and grants a minor sustain/damage bonus.


Ability 1 - Dark Moon Shuriken

Tsukuyomi throws Shingetsu, damaging enemies within a line and stopping on the first enemy god hit.

His next basic attack becomes ranged, and will steal movement speed from the target hit. Tsukuyomi can reduce the cooldown of this ability by getting close to the affected god.

Dark Moon Shuriken is your main poke ability, and should be used on cooldown.


Ability 2 - Kusarigama

Tsukuyomi swings his weapons to the left and right, damaging and disarming enemies hit. He then hits for a final center smash, doing extra damage and stunning enemies hit.

Kusarigama is a very powerful ability, as the disarm and stun leave most characters powerless. It's main drawback is it can be interrupted, and you must wait for it to finish channeling to take action. It is good at clearing jungle camps.


Ability 3 - Silver Moon Caltrops

Tsukuyomi summons caltrops on the ground of his target location, damaging and slowing enemies hit. Enemies which move in the location are slowed and damaged until they stop moving or escape. Additionally, Mangetsu becomes empowered, granting Tsukuyomi a ranged basic attack which deals bonus damage.

Silver Moon Caltrops is best used to cut off movement from the enemy, and is strong at stopping blinks.

When in combination with Dark Moon Shuriken, you can restrict the enemies mobility while dealing strong damage from a distance away.


Ultimate - Piercing Moonlight

Tsukuyomi becomes CC immune and takes reduced damage, and shoots out 4 long ranged beams of moonlight. Each beam can pierce multiple enemy gods.

Once all 4 beams have finished casting, Tsukuyomi dashes towards enemies hit, dealing massive damage. If the beams of moonlight hit the same target multiple times, Tsukuyomi will dash for extra damage, for up to 4 times on a single target. Once it is over, Tsukuyomi lands in front of the final enemy hit.


Ability Rotations:

Standard Poke:

Dark Moon Shuriken > Auto Attack > Silver Moon Caltrops > Auto Attack

Use Kusarigama to disengage if the enemies are close, or if you decide to commit.

If Blinked on:

Kusarigama > [[Dark Moon Shuriken > Auto Attack > Piercing Moonlight

If the enemy can interrupt Kusarigama, choose to instantly Piercing Moonlight instead.

If the enemies are already fighting a teammate or are at low health, initiate the fight with Piercing Moonlight.

Keep in mind you are forced to dash once you hit someone with Piercing Moonlight, so be prepared to commit once you use the ability.

Jungle Tutorial

Early Game:
  • Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.

  • You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.

  • With Tsukuyomi in the early skirmishes, pressure is usually determined by who can interrupt Kusarigama. If the enemy jungler cannot cancel or dodge the ability, you will be able to force them back. If they can, hang back and instead play to harass them from afar with Dark Moon Shuriken.

  • Your priorities should be: Buff Camps > Rotations > Harpies. It's important you get buff camps on cooldown, as you will fall behind in farm otherwise. However, if you try to get all the harpies, you won't have time to rotate and make an impact. Jungle is all about a balance of these, and the priority list should help clear up confusions.

  • Tsukuyomi has a powerful duo gank, as he has ranged slows, disarms, and a stun. This lane will be the easiest to grab a kill from, and should be your priority gank lane.

  • At level 5, Piercing Moonlight will deal a massive amount of damage, and most characters have difficulty avoiding it. It's drawback is the channel time, as enemies will have time to disengage and potentially bring you in unfavorable positions. Try to not use it near enemy towers, as they can trap you inside the tower radius.

Mid Game:
  • Begins around ~14 minutes, or when most people have hit Level 12 and unlocked their Second Relic. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.

  • Prepare for Team fights or Objective fights, as they will be the most important factor in which team wins/looses from here on. You never want to be late, as you are the important finisher for low health enemies.

  • While you do have a strong jungle fight, it's better to play near your team, as your positioning is predictable once you use Piercing Moonlight.

  • Keep your range from the enemies, and poke with Dark Moon Shuriken and Silver Moon Caltrops. You can deal considerable damage to enemies from afar, which means you don't even have to all-in to do damage. This is unique to characters like Tsukuyomi, so take advantage of it. If the enemies group up or one of them took too much in damage, finish them off with Piercing Moonlight.

Late Game:
  • Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.

  • Keep using Dark Moon Shuriken and Silver Moon Caltrops repeatedly to stop blinks and hit the enemies. Most enemy front liners struggle to get close enough to hit you, if they are capable of it then hang back and wait for your support/solo to make space.

  • You are powerful at keeping enemy junglers away, as Piercing Moonlight will do massive damage to enemies without Aegis Amulet, and most junglers will only have Blink Rune.

  • During the Siege Fight, try to split push. A very important piece of knowledge is the enhanced auto attacks from Dark Moon Shuriken and Silver Moon Caltrops have a longer range compared to normal auto attacks, and can damage structures/phoenix's. Tsukuyomi is able to hit the enemy phoenix from outside it's radius, which means he can 100 to 0 a phoenix without even taking damage! Enemy junglers may try to blink on you during this process if they see your abilities being down, but this is very powerful knowledge, especially when combined with Enhanced Fire Giant Buff.

Warding


Green = Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards

Blue = Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight

Final Advice

Tsukuyomi comes down to efficient usage of Piercing Moonlight, and playing the distance game. While he is an assassin, his damage and range are capable of rivaling hunters and mages. Play to your range at the start of the fight, and assassinate the enemies up close once they drop low in health.

Hey you finished! Next time you play Tsukuyomi, the enemies should be saying something similar to this: "Tsukuyo-OOOOHHH NOOOOOOO"

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