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From personal experience, and from hearing from an increasing number of people that this is effective, Watcher's Gift deserves some further focus. Although mentioned/suggested in the assassin, guardian, and warrior sections, it really bears strong consideration as a starting item, and I've been doing so regularly in recent games, with what I consider to be good success. This is really only beneficial for gods without strong/quick auto attacks (hunters) or wave-clearing abilities ( Loki, most mages). Getting this allows you to reap the benefits of last-hitting minions (about 20-30% more gold from minions), without even touching them. If you do get this, it's important to sell at a strategic time, too. Consider selling when you're about to buy at least the 4th main item or further, and selling it (for around 500 gold) will allow you to get that next item. |
Her passive, Predator, benefits more from staying in a fight against a continually weakened enemy, as her damage goes up as the enemy's health goes down. Venomous Bite is based on the basic melee attack, with strong sustain/lifesteal utility. Cocoon enhances the basic attack with enhanced speed. Tangled Web can be cast right at your feet, to add some further targets for the enemy to worry about. And finally, if things aren't looking good, her ult, Night Crawler, is a perfect escape. I don't know how her health and natural protections scale, but she sounds like a decent fit. My grade: B- |
His passive, Insatiable Hunger, enhances his mobility and attack speed as enemies die. He can Eat Minions to heal himself a bit (though it's not as efficient as Arachne's, as it takes away his focus from the enemy and places it on the minion for about 2-3 seconds). His Butcher Blades adds true damage, bypassing protection, which means he can tear through enemy tanks. And his ult, Regurgitate, CCs enemy gods in an AOE, as well as making his basic attack a cone-AOE as well. Considering all that together, though, his skill set doesn't seem to work as well as others. My Grade: C |
Fenrir's passive, Unbound Runes, is just a setup for his other abilities. They're activated by basic attacks, though, so staying in melee will help that. Unchained is an initiation/escape ability, but at full runes, can be used to stun for 1 second (AND reduce cooldown by half)...not bad. Seething Howl increases his power and lifesteal, which is perfect for boxing and sustain with basic attacks. Brutalizedoes huge damage, and at full runes, damages nearby gods as well...try using right after activating Seething Howl for some incredible health regen. And finally, his ult, Ragnarok, does good damage, and he has to be on top of another god to grab them....full runes doubles his protections too. All in all, a pretty good melee kit. My grade: B+ |
The defining factor for her sustain is her passive, Marked for Death. If she can focus and kill her target, she immediately regens 80% of her max health. Otherwise, she's got a short CC in Incense and some added lifesteal in Lash. Her ult, Destruction, is rad, but is going to be mostly on cooldown, so you have to really rely on her two other skills and attempt to focus the passive target when possible. Can be difficult to do so. My grade: Situational B-/C (a B- only when she's able to focus her passive's target...may be hard to single out that target, who might have a good escape, when, as a tank-ish, you really need to worry about the entire team). Keep in mind, building tanky means she's not likely to have much crit, and so won't be a killing machine, reducing the occurrence of that passive proc. |
Loki is squishier than most...guess this might work though, as was described to me in a Reddit conversation (sounds like a pretty unique situation, and maybe a really good player). Not going to count the passive much, because your job needs to be to stay visible and more in the middle of things as a tank. Vanish is really only a good escape in this circumstance. So, Decoy. I guess you can pop it in the middle of a teamfight and stay in its boundaries, but that can allow others to easily disengage from you. Aimed Strike is great for damage, with a 3 second slow, but really, that's more for chasing a retreating enemy. His ult, Assassinate, is a quick 1 second stun, with lots of damage. This kit doesn't scream "tank me!" At least to me. My grade: D |
Female Odin, anyone? Her passive, Scales of Fate is sort of like protection against a single target, as basic attacks steal the enemy's power. Swift Vengeance is a chase/escape ability with pretty good damage, but really doesn't provide CC, protections, lifesteal, etc...sort of like a dash version of Odin's Lunge. Slice and Dice is where things start to look up, from its pretty good slow for 2 seconds in a cone, so you can hit multiple people ( Odin's Gungnir's Might, anyone?). Retribution is the skill that puts her side by side with Odin, though. Combines damage reflect and up to a 500 health shield (a la Raven Shout. And finally, her ult, Divine Judgement. This is an insult to a full health tank. Takes 50% of their current health (so hit a high health god), and transfers 50% of their protections from them (for 5 seconds) to you (for 8 seconds). Geez. My grade: A. She seems to be the best candidate. Build her tanky, and make sure you get CDR. She's just not going to do much damage. Leave that to the others. |
His passive Harvester of Souls is a great sustainer, as long as you're the one doing the killing. Death Scythe just does so much damage, with great lifesteal and a minor 20% slow on top of it. Scent of Death is more a chaser/retreater, but the added penetration can help take down someone you're boxing. Soul Reap provides good damage and an okay silence (max 1.5 seconds, which isn't huge) in a large cone. Hovering Death gives you an easy kill when you land it, which will trigger your passive health regen, but it takes you out of the fight for a bit as you're flying overhead. My grade: B/B+...no awesome CC, but good damage even when building tanky. Get CDR items. |
This active is the single most effective anti-healing item in the game. Enemy 40% speed reduction and healing is reduced by 100% for 5 seconds!!! Ask at least one person on your team to get this, and hit as many enemies as you can at the beginning of a big push. If you don't need Greater Purification, Greater Aegis, etc. for your second item, strongly consider this.[/color] |
Basic physical attacks reduce healing by 40% over 8 seconds. The additional power and penetration is great too. Keep in mind, this effect does NOT stack with Divine Ruin. |
The magical equivalent to Brawler's Beat Stick. This one adds power, lifesteal, and a bit of mana. This effect does NOT stack with Brawler's Beat Stick. |
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Quick Definitions Assault Overview Active Item Essentials Assassin Builds Guardian Builds |
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Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
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As Ao Kuang against that type of CC, I felt I couldn't really do anything being as squishy as I was. Think if I went Stone of Gaia and then Sovereignty to start things might have gone better. Probably would have completed the build with Shoes of the Magi, Demonic Grip, Bancroft's Talon, and finally Magi's Blessing, Ethereal Staff or Obsidian Shard.
Curious if anyone's tried him as a tank, and what your build was.
Regarding building tanky when there are no tanks on your team, I just finished a match where I did just that as Nemesis. Informed my team at the god selection screen.
Build was a bit funky, and the match was a bit weird, but on a general basis, Nemesis seemed to be a pretty good choice.
The enemy team had 4 phys and 1 magical ( Freya). So I started out with Talisman, Cursed Blade, Salvation, and a couple of Healing Potion. Reasoning here: needed the physical protection, and the first one on my standard warrior build list is Witchblade...so I got tier 2. If I then got tier 2 Gaia Emerald Talisman, I wouldn't have enough for Meditation, and that killed me so bad not to get it...the sustain would have been really nice, and in hindsight, I might have opted to do that instead. Then again, my Salv kept everyone else's mana up at key times, so I think that might have worked out for the best. Of course, I also wanted Watcher's Gift, but couldn't fit that in without taking something else out that I felt was more important in this situation.
Anyway, it worked out in the end. I died twice, got 3 kills, assisted on a good amount, and took the most damage. After completing Stone of Gaia for the sustain and Witchblade for some physical protection and movement speed, I got Jotunn's Wrath. Next on my list would have been Sovereignty but our constant pressure didn't allow them to really get anything going, and we got to the Titan before I died again.
Biggest thing I noticed with Nemesis is that she really needed the CDR. Her standard CD for all of her abilities are pretty long (14, 13, and 18 sec), and to be an effective tank, she needs to use those (at least Slice and Dice and Retribution) as often as possible. Also, the only real CC she has is Slice and Dice, which isn't strong, and isn't much.
I even got a "thanks for the carry" from a teammate after the game, though Vulcan did significantly more damage. I was the one quarterbacking the play, with the timely Salv, warning to back off/retreat, etc. It was fun.
Now I'm itching to see how the other assassins might fare as substitute tanks!