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Jing Wei my Wei ADC

0 0 7,696
by LFCreator updated November 10, 2016

Smite God: Jing Wei

Build Guide Discussion 6 More Guides
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Jing Wei Build

Main Build

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ninja Tabi Ninja Tabi
Build Item Ichaival Ichaival
Build Item The Executioner The Executioner
Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer

Relics

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

Jing Wei's Skill Order

Persistent Gust

1 X Y
Persistent Gust
1 4 7 9 11

Explosive Bolts

2 A B
Explosive Bolts
2 6 8 10 12

Agility

3 B A
Agility
3 13 14 16 17

Air Strike

4 Y X
Air Strike
5 15 18 19 20
Persistent Gust
1 4 7 9 11

Persistent Gust

1 X
Jing Wei creates a gust of wind that damages enemies and knocks up enemy gods when summoned. The gust persists for 6s and continues to knock up and deal additional damage to enemies every 1s. If Jing Wei walks onto the area she is knocked into the air and gains an attack speed buff for 7s.

Ability Type: Circle, Knockup, Damage
Initial Damage: 90 / 140 / 190 / 240 / 290 (+90% of your Physical Power)
Damage Per Tick: 15 / 25 / 35 / 45 / 55 (+5% of your Physical Power)
Attack Speed Buff: 20 / 25 / 30 / 35 / 40%
Range/Radius: 55/10
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Explosive Bolts
2 6 8 10 12

Explosive Bolts

2 A
Jing Wei loads her crossbow with explosive bolts that augment her next 3 Basic Attacks. These attacks are wider, have increased critical chance, and deal area of effect damage.

Ability Type: Area Basic, Buff
Crit Chance: 0 / 5 / 10 / 15 / 20%
Damage Per Shot: 110% of your Physical Power
Range/Radius: 55/8
Cost: 50
Cooldown: 12s
Agility
3 13 14 16 17

Agility

3 B
Jing Wei dashes straight forward. She may use this ability while knocked into the air for a longer range dash. She also gains a 4s increase to Physical Power and Movement Speed upon using Agility. The effect of this buff is increased if Agility is used from the air.

Ability Type: Line, Dash
Power: 10 / 15 / 20 / 25 / 30
Movement Speed: 15%
Air Power: 20 / 25 / 30 / 35 / 40
Air Movement Speed: 25%
Range: 35/55
Cost: 75 / 70 / 65 / 60 / 55
Cooldown: 18 / 18 / 17 / 17 / 16s
Air Strike
5 15 18 19 20

Air Strike

4 Y
Jing Wei channels briefly before taking to the sky. She then flies forward and upward while covering the area below her in explosions that damage all enemies in the area. After her attack she hovers for up to 2s before landing at a ground target location.

Ability Type: Line, Damage
Damage: 220 / 310 / 400 / 490 / 580 (+100% of your Physical Power)
Range: 70
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Movement

You can chase down people so well with using your 1 and then while being in the air you use your 3 and it gives you no basic attack penalty and you shoot faster, locking down the kills super easy

Your ult is actually a very very weak source of kill secure, and is mostly used to get out of things very fast

Use abilities right

Your 1: This is for a waveclear and also for taking out camps easy due to the fact that you get more attack speed out of this ability. Use this on the front minons for a couple levels and then around level 5 or 6 you use it on the archers and it 1 shots them. You have to walk into this gust in order to actually receive the attack speed buff, this also sets up your dash (3)

Your 2: This locks in 3 bolts into Jing Wei's Crossbow, this ability has no duration, so use it in spawn before you leave, it gives you less of a cooldown, less time spent casting, and it also makes you leave with more mana in a way. This has an AoE effect, and it also has a larger hitbox for aiming, this is another form of waveclear in her kit

Your 3: This is a dash that removes the movement speed while shooting penalty, this gets more distance when you are knocked in the air, that means if someone else knocks you up, you get more distance off of it. This is mostly used with your 1 as either an escape or a chase.

Your Ult: This is something that you do not want to level up past 1 until super late game, it actually hurts you to level it up fast, it will cost more mana and have a longer cooldown if you level it up, the damage is useless until maybe late game. This is just an escape especially if you are out of your dash combo. The advantage of this is that it is also a jump so you can go over objects.

Passive: This is used to have constant lane presence. Whenever your opponent leaves lane, recall, use your 2, buy and then leave, you will get there with time to spare before your opponent. If you really feel greedy, you can snag a camp before you actually get back into lane. This passive makes it so that you dont really need potions due to the constant lane presence. This has no cooldown so feel free to exploit it as much as you want.

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1
masterricu (12) | November 7, 2016 2:02pm
Similar to the rama guide I just reviewed, going no boots is a bad idea.

With jing wei passive, you will still get to lane fairly quickly, but you sadly wont be able to box and your mobility for late game team fights wont be good either.

This build also cost 14750, which is extremely expensive...

First Id suggest boots over masamune as its passive isnt too useful until late game, when you will be shredding people anyway. Buying boots would save you $700 in gold, and get you that much closer to finishing you ichaival sooner so you can box.

Also because jing wei has built in crit with her Explosive Bolts, you dont need triple crit. Id suggest replacing Malice with The Executioner for better attack speed, pen, time to kill, and a much cheaper price of $750 gold less.

Changing those two items would reduce your final build by $1450
making the overall total = $13300. Which affordable enough to even be picked up in arena.
1
LFCreator | November 7, 2016 4:09pm
Fixed it, tried it with that a little and I am liking it, thanks :D
1
Branmuffin17 (394) | November 7, 2016 1:53pm
Hi LFCreator,

You don't state it, but I'm guessing it's pretty obvious this is a jungle build, rather than ADC, due to you getting Bumba's Mask...but you say something at the top about "only in conquest ADC" and I'm not sure what that means...if it means use only as ADC in Conquest, then...no-no on Bumba's Mask.

This is an interesting take when considering move speed. Even with the speed buff (if you're Jungling), I wonder if Masamune is enough standard move speed to rotate well. In a teamfight, sure you're fine because you'll get the Wind Demon procs, plus her Fatalis effect from Agility. But if speed isn't available (say the enemy steals the camp), you're sort of at a disadvantage for a while, and a Jungler can really use added move speed. In any case, you should almost always have at least 18% move speed standard, otherwise you're easier to catch.

3x crit isn't necessary (or probably suggested) on Jing...she's already got some built-in crit to help her burst when using Explosive Bolts. Thus, in late game as you get that leveled up, 2 crit items, and even considering starting with Deathbringer, is quite functional.

Also, late-game, you should consider talking about the option of switching Ichaival out for The Executioner.
1
LFCreator | November 7, 2016 4:10pm
I actually meant ADC, but it is a slight rework around in items to be a kinda okay Jungle build. I mainly try to ADC with Jing Wei since thats what she is best at.
1
Branmuffin17 (394) | November 9, 2016 2:14pm
Alright, I see you updated your guide. Your ADC build looks generally solid. No complaints, but 2 quick things...1) are you specifically bypassing Death's Toll and going straight into Devourer's Gauntlet? 2) have you considered getting Deathbringer first? You don't have to, just curious.

Regarding the Jungle build...it's not complete, and I do have some comments:
  • You need to replace Bumba's Mask...right now you only have 6 total items including Bumba's...I assume it's to be replaced by Deathbringer.

  • With level 5 Explosive Bolts, Deathbringer is arguably the better first crit item, and when you suggest Malice as the other option in this build you're at a point where you're only talking 200 gold difference, so it's worth saving for.

  • You're sort of crippling some of your damage when you get 2 items in a row that don't have power... Asi + Odysseus' Bow. I get the idea of getting Asi for sustain, but O-Bow isn't great early in the game. I think you're using that with the idea the chain lightning will help with camp clear, but really, you should be more than fine with a specific strategy in mind...
That strategy would be: get Heartseeker immediately after Ninja Tabi (which should probably be Warrior Tabi in this build, due to all of the other attack speed items being present). Use Explosive Bolts on the jungle camps... Heartseeker is great for Jing, because the AOE hits on the minions will very quickly get her back up to full stacks...so you'll always leave your camps with full stacks, ready for you to get that power boost anytime you use your next ability.

So... Bumba's Mask, Warrior Tabi, Heartseeker, Asi, Deathbringer, Malice, sell Bumba's and get Odysseus' Bow if you want (or better, get another item with power, like Titan's Bane or The Crusher so you have some penetration, which you're definitely lacking in the current build). That's how I'd do it...aaaand, if you ever get that far, replace Warrior Tabi with Masamune last.
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League of Legends Build Guide Author LFCreator
Jing Wei my Wei ADC
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