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Nemesis: Distributor of Fortune [S4 Guide] (Updated for Patch 4.3)

February 27, 2017 by Papa Murmz
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Distributor of Fortune (S4)

Smite God: Nemesis

Item Purchase Order

Personal Standard Build:

Build Item Warrior Tabi
Build Item Jotunn's Wrath
Build Item Hide of the Urchin
Build Item Hydra's Lament
Build Item Heartseeker
Build Item Titan's Bane

Movement Items:

Build Item Ninja Tabi Build Item Warrior Tabi

Penetration Items:

Build Item Heartseeker Build Item Jotunn's Wrath Build Item Titan's Bane

Protection Items:

Build Item Breastplate of Valor Build Item Bulwark of Hope Build Item Hide of the Urchin

Anti-Heal Items:

Build Item Brawler's Beat Stick Build Item Pestilence Build Item Witchblade

Protection Shred Items:

Build Item Stone Cutting Sword Build Item The Executioner Build Item Void Shield

Boxing Items:

Build Item Frostbound Hammer Build Item Winged Blade

Starting Items: Conquest (Jungle):

Build Item Aegis Amulet Build Item Bumba's Mask Build Item Bluestone Pendant Build Item Healing Potion Build Item Mana Potion

Starting Items: Conquest (Solo):

Build Item Teleport Glyph Build Item Bluestone Pendant Build Item Combat Boots Build Item Healing Potion Build Item Mana Potion

Starting Items: Arena/Clash/Joust:

Build Item Purification Beads Build Item Bluestone Pendant Build Item Boots Build Item Healing Potion Build Item Mana Potion

Starting Items: Siege:

Build Item Purification Beads Build Item Bluestone Pendant Build Item Combat Boots Build Item Healing Potion Build Item Mana Potion

Starting Items: Assault:

Build Item Meditation Cloak Build Item Warrior Tabi Build Item Mace Build Item Healing Potion Build Item Mana Potion

Personal Anti-Heal Build:

Build Item Warrior Tabi Build Item Jotunn's Wrath Build Item Witchblade Build Item Pestilence Build Item Brawler's Beat Stick Build Item Heartseeker Build Item Cursed Ankh Build Item Horrific Emblem


God Skill Order

Swift Vengeance

Swift Vengeance 2 15 16 18 19 key bind

Slice and Dice

Slice and Dice 1 3 6 7 10 key bind

Retribution

Retribution 4 8 11 12 14 key bind

Divine Judgement

Divine Judgement 5 9 13 17 20 key bind


Nemesis: Distributor of Fortune [S4 Guide] (Updated for Patch 4.3)

Papa Murmz
February 27, 2017


Introduction



Of arrogance and pride, the Greeks have but one word: hubris. It is a crime against Gods and Men, but a crime many commit with impunity. Even mighty Zeus is guilty. But when punishment is due, there is one from whom even the God of Thunder shrinks. She is Nemesis, the red-washed blade of Divine Retribution.

Recall the tale of Narcissus, so taken by his own beauty. Proudly, his visage was flaunted, to the detriment of all. Until, at last, he was led to a pond of crystal hue where his own reflection enraptured him. So long did he remain to gaze upon this self-image that hunger claimed his life. Thus does Nemesis respond to hubris. It is consequence equal to the crime.

Now, behold the war torn land, beset by the wrath of wanton Gods filling the air with blood and boasts. This battlefield is stained with hubris. Unwittingly, these foolish warriors have summoned their greatest adversary. Nemesis has come!

No longer will foul deeds engender success, no hoard of wealth held in undeserving hands, no legends told when falsely earned. Nemesis will unleash a tide of retribution. Punishment for the crime of hubris is death.

Pros/Cons


PROS
High Mobility
Shreds Enemy Protections
Shield/Self Heal
Excellent Boxer
CONS
Ability Dependent (Depending on Build)
Locked Down by Hard CC
Slightly Mana Hungry (Early Game)
Weak Lane Clearing (Early Game)

Abilities



Scales of Fate
Nemesis holds the scales of balance. Hitting enemies with Basic Attacks tips the scales in her favor, reducing the target's Physical and Magical power and increasing hers (Stacking). At max stacks, this passive reduces enemy Power by 24% and increases Nemesis' own Physical Power by the same amount.

Click Here to see Scales of Fate
Ability
Passive

Swift vengeance
Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. Using another ability during this time cancels the second dash. This ability deals a total of 100/160/220/280/340 (+50% of your physical power) damage.

Click Here to see Swift Vengeance
Ability
One

Slice and Dice
Nemesis swings her blade, dealing damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and Slowed for 2s. At the center, this ability deals 80/130/180/230/280 (+50% of your physical power) damage.

Click Here to see Slice and Dice
Ability
Two

Retribution
Nemesis activates a temporary Shield around herself that protects her from a set amount of damage, or until time expires. A percentage of incoming damage from gods is healed and reflected back to the source. Hard Crowd Control effects remove the Shield. This ability does not protect Nemesis from being killed by an ability that executes under a health threshold.

Click Here to see Retribution
Ability
Three

Divine Judgement
Nemesis chooses a single enemy god, reducing their Health and Movement Speed and stealing a portion of their Protections for a time period. Her Movement Speed is also increased during this time.

Click Here to see Divine Judgement
Ability
Ultimate


*All Videos in regards to Nemesis' Abilities were provided by Zeus Tube*

Ability Combo



In my opinion, Nemesis has one of the most effective Combo's in all of SMITE. The combo of Divine Judgement + Slice and Dice + Retribution + Swift Vengeance is a fairly easy Combo to execute with a lot of benefits and killing potential.

With the activation of Divine Judgement you will be reducing between 20 to 40% of the enemies HP (Depending on the Skills Level), Gaining +25% Movement Speed and +50% of the enemies Protections for 8 seconds. This will also decrease your enemies Movement Speed for 5 seconds. Next, you will use Slice and Dice, making sure you hit the enemy in the middle of the ability for 2x Damage and an additional slow.

From there, the activation of Retribution is a safety precaution to help you box more effectively. Retribution will allow you to reflect a portion of the damage back to the enemy you are engaging on while healing you for a portion of that damage too. Lastly, you will utilize your Basic Attacks and Passive - Scales of Fate to secure the kill. If you need to further chase the enemy use Swift Vengeance to chase them down and secure the kill that way.

*Please Note: If building Hydra's Lament, you will want to break up each Ability with a Basic Attack. Changing your Ability Combo to Divine Judgement -> Basic Attack -> Slice and Dice -> Basic Attack -> Retribution -> Basic Attack -> Swift Vengeance -> Basic Attack.
Difficulty
Easy

Items



Warrior Tabi
For 1,550 gold I pick up Warrior Tabi to add +40 Physical Power and +18% Movement Speed. I prefer this over Ninja Tabi because I enjoy having the extra bit of Power later in the game rather than Attack Speed. Ninja Tabi can certainly be built and be viable on Nemesis if the surrounding build supports it.

Item
One

Jotunn's Wrath
Jotunn's Wrath is one of those items that really gives you a bang for your buck. for 2,450 gold I pick up Jotunn's Wrath to add +40 Physical Power, +150 Mana, +10 Physical Penetration and +20% Cooldown Reduction. Getting this item caters to several things on Nemesis. First off, by adding 150 Mana, this will allow you to stay in Lane & curb some of Nemesis' early game frustrations. Next we add a bit of Penetration to really give Slice and Dice some substance to it. Why not add some hurt to your Poke and your Main Lane Clearing Ability. Finally, we see the much needed CDR that Nemesis needs. This will allow you to use your abilities more frequently in particular, your Ultimate Divine Judgement which had its Cooldown increased from 70s at all ranks to 90/85/80/75/70s in Patch 3.17.

Item
Two

Hide of the Urchin
Now we're at that stage of the game where it's time to beef up and get back to the ye ole Nemesis roots. I know most of you may know this, but way back in 2014 Nemesis was reclassified from a Warrior to an Assassin. Even though her base had been tweaked slightly, she still to this day resembles a Warrior in my opinion. She's a bit beefier than most of the other Assassins which can be very beneficial if built that way. This is why I like to pick up Hide of the Urchin. For 2,350 gold I pick up Hide of the Urchin to add +35 Physical Protection, +35 Magical Protection, +250 Health, +250 Mana and you gain +3 Magical Protection and +3 Physical Protection for each god kill or assist (max. 10 Stacks). At the end of the day, you are getting 65 Physical and Magical Protection at Full Stacks. I really enjoy this item on Nemesis purely based off of my play-style. I like to be in the fight as much and as long as possible and Hide of the Urchin really helps you do that. This really caters to those who play Nemesis in that Boxer/Bruiser role.

Item
Three

Hydra's Lament
This item may be odd for some of you to see, but if you are conscious of the way you cast Abilities and Basic Attack this item is outstanding. For 2,150 I pick up Hydra's Lament to add +40 Physical Power and +10% Cooldown Reduction, but that's not the best part. For 8s after using an ability, your next Basic Attack will deal an additional 30% damage additionally, this item grants 2.5 MP5 per 10% of your missing Mana. Now, I want you to listen closely as I tell you how to effectively attack an enemy with this item. Divine Judgement, Basic Attack, Slice and Dice, Basic Attack, Retribution and Basic Attack and if need be use Swift Vengeance to get ahead of your target and turn around and use a Basic Attack. By breaking up the Ability Combo explained in the above section with Basic Attacks you can not only effectively use Hydra's Lament, but you can also maximize the damage you are putting out.

Item
Four

Heartseeker
First of all, I'd like to thank Branmuffin17 for suggesting this item to me. Also, be sure to check out all of his awesome guides! Now, I mean what else is there to say about this item? For 2,100 gold I pick up Heartseeker to add +25 Physical Power, +10 Physical Penetration and +10% Movement Speed. Oh yeah, and did I mention that every successful Basic Attack gives you 1 stack and at 5 stacks, your next ability deals bonus damage equal to 100% of your physical power to the first enemy god hit. You read that correctly, at 5 stacks, your next ability will deal 100% of your physical power to the first enemy god hit. The procs on this item are absolutely insane and the item as a whole really caters to Nemesis' kit by adding Penetration and Movement Speed.

Item
Five

Titan's Bane
There's not really a whole lot to say about this item and what it does for the build, but for 2,300 gold I pick up Titan's Bane for +30 Physical Power and +33% Physical Penetration. I like this item becasue it again adds substance to your abilities. expect Divine Judgement and Slice and Dice to hit harder with this item.

Item
Six

Warding - Conquest


Solo & Duo Lane Warding




Green: Warding on the right, warding will help you see if enemies are invading your buffs. While on the left, warding will help you see if you are being Ganked by the enemy Mid Laner or Jungler. If you can anticipate the Buff Steal or Gank, you set you and your team up in a good position to gain a lead.

Yellow/Green: Warding here gives you a better view of the entrances into your lane.

Yellow: Warding here provides limited visibility, but this is a safe area to keep on your radar to avoid any chance of a possible Ganks.

Orange: Warding here is high risk, high reward. This area is where the enemy will most liekly be Ganking you from. In addition, this provides you and your team information on where the enemy Jungler is within the map. This can also help you and your Jungler have a chance at stealing enemy Buffs.

Red: While warding here provides superb vision of the enemy Jungler's position, you will sacrifice any lane entrance vision you may have had.

Mid Lane Warding




Green: Warding here gives you vision on the Mid Camps and allows you to anticipate enemy team Lane Rotations and Ganks.

Yellow: Warding here gives you complete vision on the Mid Camp, but limits your ability to anticipate Ganks.

Red: Warding here allows you to see when the enemy team is moving to take Mid Camps. This provides you vision of the whole camp and partial vision to your lane entrance. This is risky and leaves you susceptible to Ganks.

Gold Fury & Fire Giant Warding




Green: Warding here is a safe option that allows you to see a lot of enemy movement, but supplies limited vision to the Objectives.

Yellow: Warding here provides the ideal amount of vision on the Objectives. a Sentry Ward is often used in this area to counter any wards the enemy team may place.

Red: Warding here is much like the Green ward spot, but is more of a risk to place.

Late Game Warding




Green: These are your essential or bare minimum wards. Warding here opens your team up to pushing safely. Without wards here, you and your team are susceptible to Team Ganks and unsafe objective pushes.

Yellow: Warding here is an aggressive style of warding. When paired with the aforementioned Green wards, pushing lanes will be as safe as they come, as long as you don't lose track of your mini-map.

Red: Warding here is again high risk, high reward. If you have these, it will be hard for the enemy team to move without you knowing where they are.

Note: As the Jungler



Being a Jungler can be a tricky task when it comes to warding. There is no doubt that you will be the most mobile role on your team. Thus, you will cover the map throughout the entirety of the game.

It is your job to fill in the blanks. Since you will be passing a majority of these areas, both safe and risky on a regular basis. It may not be a bad idea to drop down a ward or two when you feel necessary.

Now, if for some reason no one on your team is placing any wards, as the Jungler it is now your responsibility to highlight the key areas of the map. mainly focus on the larger objectives such as Gold Fury and Fire Giant. It is crucial to provide as much vision to your team in this circumstance, but don't get caught up in the wards. You don't want to be buying so many wards that you start to get behind in your build.


*All Information and Diagrams in regards to Warding were provided by the Where to Ward thread on the Smite Forums*

Conclusion


Thank you for taking the time to check out my God Guide for Nemesis.

In September, Nemesis had a slew of nerfs which impacted her Ultimate/Cooldowns, ultimately shifting her out of the META. Since then, it has been difficult to find builds that allowed Nemesis to excel in all game types.

The builds above are what I feel are the most effective for Nemesis in Smite’s Current State. I have tested or am currently testing all the builds I have provided above for a minimum of 25 games (5 games in each game type except for Assault due to the randomized God). However, I do encourage you all to use this guide as a reference and to experiment new builds for yourself! The information I have provided is solely my opinion on how to build & be effective with Nemesis in several different roles.

Please keep in mind, that it is sometimes difficult for me to put things in a Conquest perspective for I am exclusively a Joust player with the occasional Siege match under my belt.

Some of the information provided may be inaccurate to the Conquest play style for it is sometimes difficult for me to get out of that Joust mindset. I have tried my best to give Nemesis a good representation in all game types for I do test my builds in each game type as stated above; however, if you do have a suggestion or have a correction, please feel free to let me know and we will work together to fix it!

Thank you again and best of luck in Season 4!

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