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Nemesis Season 3: Tipping the Scales

8 1 162,726
by CCCP updated June 12, 2016

Smite God: Nemesis

Build Guide Discussion 10 More Guides
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Nemesis Build

Main Final Build

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Breastplate of Valor Breastplate of Valor
Build Item Ichaival Ichaival
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item The Executioner The Executioner

Early Game(Full CDR)

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Breastplate of Valor Breastplate of Valor

Late Game(All items that "tip the scales")

Build Item Ichaival Ichaival
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item The Executioner The Executioner

Nemesis's Skill Order

Swift Vengeance

1 X Y
Swift Vengeance
2 15 16 18 19

Slice and Dice

2 A B
Slice and Dice
1 3 6 7 10

Retribution

3 B A
Retribution
4 8 11 12 14

Divine Judgement

4 Y X
Divine Judgement
5 9 13 17 20
Swift Vengeance
2 15 16 18 19

Swift Vengeance

1 X
Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. She may use Basic Attacks and Abilities between the dashes.

Ability Type: Dash, Damage
Damage: 50 / 80 / 110 / 140 / 170 (+35% of your Physical Power)
Cost: 50
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Slice and Dice
1 3 6 7 10

Slice and Dice

2 A
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.

Ability Type: Cone, Slow, Damage
Damage: 55 / 85 / 115 / 145 / 175 (+40% of your Physical Power)
Damage (Center): 110 / 170 / 230 / 290 / 350 (+80% of your Physical Power)
Slow: 30%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 11s
Retribution
4 8 11 12 14

Retribution

3 B
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.

Ability Type: Buff, Damage
Damage Reflect: 50% of damage received
Healing: 70% of damage received
Shield Health: 150 / 225 / 300 / 375 / 450
Duration: 2.5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Divine Judgement
5 9 13 17 20

Divine Judgement

4 Y
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.

Ability Type: Buff
Damage: 15 / 17.5 / 20 / 22.5 / 25% of current HP
Protections: 25%
Movement Speed: 10 / 12.5 / 15 / 17.5 / 20%
Target Debuff Duration: 5s
Nemesis Buff Duration: 5s
Cost: 90 / 95 / 100 / 105 / 110
Cooldown: 90s

Introduction

The point of this guide is to explain a fun and extremely effective way of using Nemesis for Smite Season 3. The fundamentals of this build are to use her strengths efficiently. This build is all about truly tipping the scales of fights into her favor. This is my first build so it will be lacking in the usual categories such as the basics of Nemesis' kit and her pros/cons. It will instead be focused on the theory behind the build and why it is simply the most effective use of her abilities. This is my first build and will not look pretty and if you only look at it for just a few moments, I highly suggest that you skip straight to the summary where I break down the most crucial elements of the build.

Skills

I will only be going over Nemesis' passive and ultimate in this guide. Her other abilities include a dash that deals some, but not much damage, mostly used for engages and escapes; a cone attack that slows and damages her enemies, definitely the top priority for leveling; and a temporary shield that reflects damage back to an enemy and heals nemesis.

Passive - Scales of Fate:
Nemesis holds the scales of balance. Hitting enemies with Basic Attacks tips the scales in her favor, reducing her target's power and increasing hers.
Power Gain: 6% per hit
Power Loss: 6% per hit
Max Stacks: 4
Duration: 5s

Ultimate - 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 buffed
Damage: 30/35/40/45/50% of current HP
Protections: 50%
Move speed: 25%
Target debuff: 5s
Nemesis buff: 8s


These figures are important to remember and refer back to after we go over the most important part of the build: ITEMS

Items

-Early Game-

1. Warrior Tabi. The high power is crucial for clearing minions in the early game with Nemesis' Slice and Dice attack.

2. Jotunn's Wrath. Consistently an early pick in several different gods' builds as it provides 40 power, 150 mana, 10 physical penetration, and 20% cooldown reduction.

3. Breastplate of Valor. Combined with the Jotunn's this choice now maximizes our cooldown reduction at its 40% cap, as well as provides us with 75 physical protections and 300 mana.

These first three items are crucial to the Nemesis early game. It provides her with the necessary power for clearing minions but most importantly, the cooldown reduction and mana keep her active. This reduces the cooldown on Divine Judgement from 70 seconds to 42 seconds, an ability that can strip away 50% of an enemies HP and protections. Her cooldowns for her other abilities are naturally low to mid, so this keeps her very active and annoying against enemy gods. Nemesis is on of the best "boxing" gods and is great at picking off enemies. This early game build gives her more opportunities to do so.

-Late Game-

4. Ichaival. This item provides +30% attack speed and +10 physical penetration, however the most important element is the passive. "Every successful basic attack increases your physical power by 10 and reduces your target's physical power from items by 10 for 3s. (Max. 3 stacks)

5. Stone Cutting Sword. This item provides +50 physical power and +10% movement speed, however once again, the most important to note element is the passive. "Melee basic attacks decreases enemy physical protections by 10 and increase your physical protections by 10 for 3s (max. 3 stacks)

6. The Executioner. This item provides +30 physical power and +25% attack speed and once more the passive is important to note. "Basic attacks against an enemy reduce your target's physical protections by 8% for 3 seconds (max 4 stacks)

Summary: the math behind the build

Now to breakdown the late game items(final three) and why they work so well together and with Nemesis.

After 4 Basic attacks with this build w/o using the ultimate the following happens:
-Buff Nemesis' protections by 30
-Buff Nemesis' power by 32% + 30
-Debuff enemy protections by 32% + 30
-Debuff enemy power by 32% + 30

And with the Ultimate:
-Buff Nemesis' protections by 50% + 30
-Buff Nemesis' power by 32% + 30
-Debuff enemy protections by 82% + 30
-Debuff enemy power by 32% + 30


If you take this stats and add into account that this build also has +20 Physical penetration from Jotunn's Wrath and Ichaival, you have now realized that this build is perfect for melting tanks. The ultimate at level 20 can strip away 50% of their HP(which is a lot for tanks) and then the items + passive can strip away their protections. Also with the high attack speed in this build, those 4 basic attacks happen very quickly. This is why I list this build as a Solo lane build. The high physical protections, early lane clear and CDR, and ability to tear down bulky warriors, makes this a great solo pick. I want to stress however, that this build is not merely a tank shredder. I have personally tested this build several times against all enemies and team comps, it just simply works. For example, imagine facing another assassin, one who deals high damage. This build has protections built into but also can steal a portion of the high power coming from your enemy, as well as reflect some of that damage with her shield. All in all, this build started as a bit of a theory craft but has grown into the most sensible way to play Nemesis. You find yourself able to engage targets endlessly, and fight any of them 1-on-1 at any stage in the game. The best way for you to test this build, even if you rarely ever play Nemesis, is to go into Jungle Practice, set up this build at level 20 and kill the fire giant. You should be able to do so and walk away with nearly full health. I know that this guide is not as well-constructed as most others but I hope that the stats and figures reach some of you and you are able to improve your Smite playing because of it. Thank you and please comment on how this build works out for you.

-CCCP

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1
TheWarriorOfAsgard | December 5, 2016 1:54am
WHAT about the hastened fatalis as well like it would seem that would be an effective time for nemesis
1
Zakg13 | December 5, 2016 9:15am
It's not necessary, as your slows are incredibly effective at making sure no one gets away. I build Frostbound Hammer on her instead of Breastplate of Valor, but I usually joust so I don't need the protections. This makes the slows you have very frustrating for the enemy.
1
Duble007 | August 3, 2016 7:20pm
Correct me if i'm wrong, I am still new to Smite but wouldn't it be important to get 1-2 attack speed items first to maximize her damage? Whether it be Ninja Tabis and Ich or a combination of Ninja Tabis and something else? Since if you hit faster you get those stacks quicker for her increased damage...At least in Arena, I have yet to find a group of people to play Conquest with yet so.
1
Papa Murmz (16) | August 29, 2016 10:55am
No, since you are new to Smite you may or may not know but, Nemesis actually used to be categorized as a Warrior in Smite.

In some cases, hitting faster doesn't mean you're hitting harder. I know you're referring to the stacks of her Passive - Scales of Fate but, still, it is only 4 Stacks.

Nemesis is not an Auto-Attacking Goddess. Though her Passive almost hints towards it she is very much ability based with with the use of Basic Attacks to secure kills.

I am currently working on a Complete Nemesis guide for Conquest/Joust because I feel there is a lack of content on her within the site.

PM if you'd like more info.
1
Prince_Blz | July 7, 2016 10:08am
Is crit necessary on Nemesis. Im new to nemesis but not the game btw.
1
CCCP | July 7, 2016 8:01pm
Not at all. That being said, I see people using crit on her all the time. I also see them lose when they do it. With this build, her basic attack damage increases with stacks after a few hits, stealing power and protections from the enemy. By optimizing this trait, you not only maximize her damage, but also her tankiness. Also, her abilities deal quite a lot of damage and with the early full CDR, you should have no problem bursting down enemies, regardless of how defensive they are.
1
TheNormalGuy | July 2, 2016 9:16pm
Does this build work with Arena too?
1
CCCP | July 3, 2016 8:03pm
I'd say so. It really should, but keep in mind that instead of lining up against a physical god, like you would in solo lane, you will have mages and guardians. If the enemy team is built with a lot of magic damage, then consider genji's guard instead of breastplate of valor. You won't have as much CDR, but it should keep you alive better. As far as Nemesis overall in Arena matches, she has really good survivability with her shield and dashes so you should find it easier than other assassins, considering you have high CDR.
1
Cowboykid09 | June 13, 2016 5:27pm
Hey, good job there. I liked how you explained your build. I would just switch 1 thing: getting breastplate after boots if i'm in solo lane, because if enemy is good he will start to bully you and you really need the breastplate earlier or you will be poked out easily. And probably breastplate + ichaival and then jottuns, so you could box him quite easily.
1
CCCP | June 13, 2016 9:51pm
Good call. I should update the guide because I actually build Breastplate after boots sometimes depending on the enemy. Typically, if I face another assassin in solo lane, I find that boots->breastplate->jotunns is the way to go. I have to disagree with the early ichaival. I've tested that out too and I find that the full CDR, paired with the high power/protection spike is more effective in the early game, but once again, this depends more on your opponent I suppose. As far as the early bully and pokes, I find that Nemesis has solid early sustain vs warriors because of her mobility, shield, slows, and escape. Typically, if you use her kit fully, with the CDR, keeping her alive shouldn't be a problem. Although you may take some early tower damage if you let yourself get bullied too much.
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League of Legends Build Guide Author CCCP
Nemesis Season 3: Tipping the Scales
Table of Contents

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