This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results. We recommend you check out our other Nox Builds
Vote received! Would you like to let the author know their guide helped you and leave them a message?
The Aim
So your goal with this build is to poke down your opponent with your 3 ability, following up with a 2-3 combo for burst damage kills. Obviously a well placed ultimate against ability dependent characters can't hurt either. In conquest your obvious role as a mage is to kill minion waves and farm, Nox does this well.
Be careful however, this build can struggle with mana consumption during the early game.
Pros
-Great poking ability.
-High movement.
-High sustain for a mage.
-Great burst damage.
-Amazing at shutting down enemy mages.
-Excellent at pushing lanes.
Cons
-Lack of any abilities that keep Nox alive therefore super squishy early game.
-Dependent on stacks.
-Ult fairly uselss vs attack damage characters such as Artemis.
-Mana use is fairly high early game.
Flame of the Night: When a friendly or enemy ability is used near Nox a candle will light, when all 4 are lit her next ability has no mana cost and will put out all candles. Whilst it is not one of the most beneficial passives in Smite it does help in mid lane (you will likely face another mage in mid lane, therefore it will be active more often) as your mana usage will be lowered slightly leaving you with the ability to stay in lane longer. Also a nice little bonus in team fights as you will find it is activated frequently in them. Something to note is that this passive works with abilities that cost no mana such as Hel's Switch Stances or Rama toggling Astral Strike.
Shadow Barrier: This is -in my opinion- the least valuable of Nox's kit: 50%(min rank)-90%(max rank) damage reduction for 1 second and the 1 second is ended soon if hit by ANY ability damage. The ability is useless vs DOT gods such as Anubis as it will be canceled on the first damage tick and is fairly useless vs basic attack enemies as it's duration is just too short. However, I have found it is useful- if somewhat difficult to time- against huge damage abilities, for example: Kukulkan's Spirit of the Nine Winds or Vulcan's Earthshaker.
Nightfall Raven: Nice 1-1.45s silence which helps in a burst vs burst fight as it prevents the opponent bursting you down before you burst them. It applies a double damage effect with your third ability, this is where your burst effect will come from (so all about bursting!). This ability has some pretty nice damage scaling too: 70-290(+70% of magical power)damage, it's not massive but it can be a nice ability to pick off an escaping enemy. Downside to this ability is the slightly long cooldown, means you will be using your 3 ability without the double damage way more often than with.
Siphon Darkness: Ridiculous cooldown of 3 (with items can be lowered to just over 1) seconds and a pretty decent damage scaling considering it's cooldown and ability to have a double damage effect: 90-210(+60% of magical power). This ability is Nox's greatest asset, it's what she will be using to poke at her opponents and to combine with her 2 ability giving her some decent burst potential and it is amazing at clearing minions mid/late game. I can't emphasize enough how important it is to max this ability first. As will all good things however, there is always a downside: it eats up mana stupidly quickly due to it's insane cooldown leaving early game to be a bit of a struggle.
Night Terror: Nox's ultimate! It's a bit of an odd one. She tethers to an enemy dealing 150-175(+75% of magial power) initial damage which isn't too impressive, however this is reapplied each time the enemy casts an ability thus shutting down most mages ( Hel players really have a hard time with this as they need to switch stance to heal therefore taking two lots of damage to escape) and leaving escape abilities becoming more of a suicide. This ability is most useful in team fights allowing you to shut down the opposing team's mage (or one of) and useful in rotation ganks, it helps prevent escape and indirectly helps with your survival as it prevents offensive abilities against you. This ult has it's weaknesses though, attack damage characters such as Artemis, Loki or Rama really do not have any trouble with this ultimate as they don't need their abilities to hurt you. Another thing to note about this ability is that it's range is rather small and the projectile is a tiny bit slow so it can be difficult to land successfully on the correct target.
So maxing your 3 ability is the best start, it's your main damage source, followed with maxing your 2 ability (this is again just for damage gain); all whilst putting points into your ult when you can. I personally find Nox's 1 ability to not be worth spending any of my ability points on; 1 second protection is not something that is going to save anyone - especially with 50% still hitting you at rank 1, aim to upgrade this last.
Many people may disagree with not putting anything into her 1 ability; if so I would suggest getting rank 1 at level 4.
So I'll go through all of the items giving a small explanation for them:
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
Aside from that, you should update your guide for the most current Nox rework.