Susano S4 / Serpent Slayer
April 27, 2017
I find myself having to create a disclaimer for guide purposes
[*] I, NeoXceptr, will be guiding towards CONQUEST ONLY, no other game modes.
[*] I, NeoXceptr, don't utilize ANY gods the same way they're viewed by popular demand or per build.
[*] I, NeoXceptr, define builds provided aren't required for the same transition in match as on Smitefire.
[*] I, NeoXceptr, only provide opinions that best meets personal satisfaction when utilizing the gods.
[*] I, NeoXceptr, also don't vouch the proper way to build ANY god since it's left optional by Hi-Rez for creativity.
If all is understood, then we can continue with one of many guides that exist for Susano.
Please vote and comment good or bad feedback
Most builds provided by (NeoXceptr) would be towards CONQUEST ONLY, no other game modes. "Wind Burst" build is not recommended for novice players that are learning the game or yet alone the character.
Hello! New here to Smitefire, but I'm active on Smite and
is my #1 god with
following after. The tips I have to share are strictly to compliment positioning and build (power and penetration), mainly because Susano scaling is high on his abilities.
Susano provides great AoE damage and CC which strengthens your team fights. Susano also makes a great jungler due to his passive,
Swift as the Summer Storm
, which allows him to get from camp/lanes faster. Compared to fellow assassins such as
etc... Other assassins typically build critical, attack speed, penetration and power to compliment basic attacks to a higher degree. Susano's common build doesn't compliment his basic attacks to an equal caliber, which means there's a good chance of being out boxed if the enemy gets close. If you attempt boxing a diverse basic attack enemy you will have a hard time unless you have defense in your build. Enemy CC worsen this condition into maximum effect with combined damage!
The rumor is commonly known for Susano to fall off late game, but in my opinion it varies. If the enemy team is well coordinated, such as with their builds and formations, then yes it will be difficult late game. However, not all enemies on the opposing team (mages, hunters or assassins) build defensively or group up to avoid bad positioning. This weakness should be exploited late game which will result in Susano's full potential
[*] Reduced range from 55 → 45.
[*] Changed cooldown from 17/16/15/14/13s → 16s at all ranks.
[*] Increased pre-cast time for the first slash from .1s → .4s.
[*] Damage from the First and Second Attack reduced from 55/90/125/160/195 → 40/70/100/130/160
[*] The Third Attack of Storm Kata now deals 20/35/50/65/80 (+33% of your Physical Power)
[*] Scaling reduced from 80% → 65% [?]
[*] Now only applies a knockup effect when fully charged
[*] Reverted the pre-fire change to Storm Kata’s first hit, from .4s → .1s.
[*] Typhoon now changes visually and will Knockup enemies after charging for 1s.
[*] Increased Physical Damage Scaling from 25% → 60%
[*] Changed the Ability Description to correctly indicate the actual Damage from 20/35/50/65/80 → 20/30/40/50/60
[*] Changed the Physical Damage Scaling to correctly match the Ability Description from 35% → 30% per tick (140% instead of 120% total scaling)
[*]Now deals Bonus Damage the longer it charges, in addition to the Base Damage. Maxing out at 100 Damage at all ranks
[*] Hydra’s Lament will now only proc on the first stage of this Ability
Pros / Cons
+High Burst Damage
-Destroyed by CC
-Requires Late Game Exploits
-Requires Auto-Attack Cancellations Late Game
-Low Boxing Potential (based on build provided)
[*] (Optional) Warrior Tabi can be built as a second item due to this passive.
For every ability that Susano has on cooldown he gains 4% movement speed up to a maximum of 16%. I recommend primarily focusing on this passive ability when you're trying to escape seeing that 16% is beneficial to the 18% you have with boots. Total average is 34% or more depending on optional items to add into your build such as
Stone Cutting Sword
which provides an additional 30% to equal 64%.
[*] Third Phase: (Dash) is now critical to finishing an enemy due to 33% scaling.
[*] Stuns and silence disables your Storm Kata, remember to select the ability again to finish it.
The most complex ability if you attempt to blend your basic attacks between the 3 second flow. The scaling 65% on the first two attacks and a 33% scaling for the dash to total 163% per 3.19 update; which will be the main damage out of all the abilities after
. This is the reason why power and penetration are far more important than critical's or attack speed.
[*] Can save an ally by pulling the enemy god away from allied target
[*] This ability follows a basic attack immediately after it's executed which procs
Generally you want to use this skill as an initiation into
or to pull in a fleeing target. Also can be used as an initiation into
to lock the enemy into the eye of the storm for basics.
Ring of Spears /
Pillar of Agony / Re-positions while rooted.
This skill allows you to hitch hike on enemy gods mobility. Most knowledgeable enemies will save their escape until this expires. If the enemy happens to escape after this ability expires it's always good to have
accessible to confirm kills, unless they have
to counter. When around [*] gods
wisely as it will make or break your play before you hit cooldown.
[*] Great initiating move for team fights, to disengage combat or to save an ally.
Typhoon is a CC ultimate that traps the enemy in the eye of the storm. Typhoon provides high scaling at a total of 140% which is another reason why power is important in Susano's build.
[*] This portion of the guide is to layout combinations that compliment certain situations. Be mindful that your transition in build impacts the effectiveness of the following
if they're not already dead.
[*] This is more effective for enemies that have no idea you're behind them. After sticking
, you want to give the enemy a second or two as they attempt to make a futile escape. Teleport then
with a few basics between or after the skill.
> basics before or between
[*] This combo is mainly used to close the gap and kill confirm targets.
is used as a utility to close the gap on the targets fleeing or on edge of an objective. Try to align your
with more than one target for the streak hype.
[*] An unusual flow, yet just as effective as any other combo being used. This combo locks the enemy god into your ultimate
and if they happen to jump out you teleport with
. Afterwards follow up with
reaches max charge and release 55 units out while dashing in for the finish!
: (Fountain Exit)
3:Jet Stream (No Teleport)
1:Storm Kata (Two Phases)
3:Jet Stream (Teleport)
1:Storm Kata (Dash Phase)
-Movement speed up to 12% to 16% max leaving fountain-
[*] This is to max the effectiveness of Susano's passive
Swift as the Summer Storm
when leaving the fountain into the jungle. The faster you can get back into route the more efficient you are for the team.
can tip the scales in how effective this passive will work.
: (Minion Clear)
-Front lane minions are melee with more health / Back lane minions are ranged archers with less health-
[*]What you want to do is
the front wave,
the back wave to the front then
them all together. This helps through all phases of the game modes into phoenix enhanced minions. Be mindful that your only survival is gaining distance with
Swift as the Summer Storm
: (50% or less health)
-This combo isn't recommended for tanks such as warriors or guardians-
[*] This has been used to follow up on damage that has already been done by your team. Knocking your enemies up into the air with a charged
leaves them open for additional damage. I typically follow up with
, which is the second highest scaling ability.
: (Requires Objectives)
-Try to employ early/mid game since some gods become objective tanks late game-
[*] No other skill is needed to zero someone with this combination. Trapping an enemy with jump, dash or global on cooldown in the objective will guarantee a kill. Perhaps the most rarest combo to be used unless the enemy is aggressive enough to tower dive or sit at the outer rim of the objective.
Items are describe in details below:
As an assassin you will hardly ever have the need to be defensive. Usually warriors and guardians covers this aspect where the assassins, hunters and mages lack. This would only apply towards HIGHLY COMPETITIVE
matches where you're required to equip defensive items. Competitive matches are usually identified as the following:
[*] Getting jumped due to possible enemy communication and wards.
[*] Attempting to single out a target, but the enemy allies intercepts.
[*] Enemy team are actively moving around in pairs if not as a whole team.
[*] Low health target baits you into a dark ally to get raped by enemy allies.
Below are optional defensive items:
Most relics compliment certain gods and situations versus enemy gods. These are recommended relics to have on Susano to provide more edge and survive-ability.
Removed as of 4.5 Updated
Season 4 Conquest Map
Initially (Season 3)
you had opportunity to clear camps into lane, but now you have to clear lane into camps since the jungle spawns at 30 secs. Depending on the coordination of Solo
this transition can be rather easy or very complex.
[*] Mid --> Mid Camps --> Damage.
[*] Solo --> Fire Minions --> Mana & Speed.
Out of the two options you want to make sure you mirror the enemy jungler. If he's in solo or mid so should you. This can prevent allied camps from being taken if your mirroring enemy rotations and countering their attempts.
Try to run camps until at least 1200-1550 gold
by then you're at least level 5 when you return to the fountain. Once back in the jungle your physical power has increased
in addition with BSP +15
in total of +55
with your ULT ready to be deployed.
The season 4 update permits both starters to be optional which puts Susano in a better position jungle wise.
[*] The tick damage helps reveal gods like
and helps track
[*] Create a route.
[*] Failed ganks can still aid lane due to jungler presence.
[*] Mid lane easily connects you to Solo and Duo for ganks
[*] Keep the mind set of a jungler THROUGHOUT the match
[*] Don't over extend your presence too long during team fights.
[*] Confuse the enemy by creating the illusion that you left the lane to attempt another gank.
[*] The jungle is YOURS! Once
is obtained use health for sustain & wards to help lanes stay aware.
There's three lanes, sixteen camps (half on the enemies side), and a few encounters along your route. Be observant while collecting jungle camp exp and jungle buffs for potential team fights or ganks. Typically enemy junglers will try you and attempt to take your buff camps from solo(mana)
. When the camps re-spawn be sure to be there first before the enemy. Dedicating yourself to a lane negatively impact other lanes that may be having a hard time.
Like mages, assassins are squishy even though they're agile. However, unlike mages assassins needs to be close to do damage. This is why being exposed for too long can over extend what your able to execute. Team fights ALWAYS have CC involved and you don't want to get caught in any of it if you can avoid it.