I recently got into playing Nemesis and have been playing around with a couple builds with her. I'm curious what you guys think.
My first build that I have had mixed results with focuses on power and speed. This build also focuses on removing protections (stone cutting sword) and gaining power from basic attacks.
Warrior Tabi, Masamune, Jotunn's Wrath, Stone Cutting sword, Ichaival, the Executioner.
My reasoning for build:
Since Nemesis is pretty squishy. I really like Masamune, a good boost of power and gives some movement speed to get in and out of situations. The passive fits well for her because of her low HP which is beneficial early game to get a few kills.
Jotunns wrath is just all around good for since it has so many perks with CDR and penetration.
Stone Cutting sword- removes protections while increasing yours.
Ichaival- Same as Stone cutting just with physical power.
Executioner- Final increase in Attack speed and some more power and passive to take physical protections.
My other build is similar but solely focuses on slowing enemy and taking and gaining protections/power. I have tried this build out only once and went 6/5 in arena
No particular order- Warrior Tabi, Witchblade, Frostbound Hammer, Stone Cutting Sword, Ichaival, Executioner.
The attack speed of this build is high (2.13) according to eliteownage smitebuilder. The power is nothing to brag about at 175 with 3 Stacks on Ichaival.
Personally, I like the theory of build 2 but I'm not sure I could get enough damage to actually get any kills.
Just curious on what others think and other alternatives to fit my idea. Thanks
Question: What mode are you talking about for these? Any/all, conquest, arena?
I like the thought you've put into this. I'm absolutely not a Nemesis expert, so just sharing my thoughts. And, for me, she is one of the most difficult gods to build...so many options, but hard to say what is going to be best...probably depends a lot on situation/matchups.
I get the idea of additional movement speed. If you're talking Jungle, Warrior Tabi, some extra move speed, and the speed buff combined mean you'll be all over the place, but not sure how much you do need the extra speed if you've got the speed buff. In other modes that don't have speed buff, I see more use from an extra movespeed item.
Masamune is currently considered a bit underwhelming. The base 50 power is nice, but the passive really only means you're going to get the benefit when fighting tanks. If you want the extra move speed, have you considered Winged Blade? Gives you a bit more health, the move speed, some more attack speed, some CC reduction, and can still help you get away when slows are applied to you.
You're getting even more movement speed in Stone Cutting Sword. At a certain point, additional move speed has diminishing returns. With your 3 move speed items, your move speed is 518, which means you're getting 20% less move speed function out of some of this stat...See the updated Book of Thoth for further information.
So...I'd personally just recommend one of the two. Winged Blade would be my choice, both for full stat synergy for Nemesis and for the )WAY) cheaper price.
But the sword had another purpose...protection shredding. The added protections are also nice. If you also like Ichaival, I'd probably only build one of the two...but maybe I'd build neither. I think the buff to The Executioner makes it a bit more appealing again. I'd probably combine it with Qin's Sais for strong protection shredding and call it a day on that front.
Man, that's a weird build. See? I have no clue how to build her...lol.
I'd also argue one other thing on your comment with regard to somewhat low power... Qin's Sais and enough penetration/protection reduction will help your damage output. Also, Nem isn't really a burst god. She's a boxer, meaning you're engaging for a longer period of time. Her shield helps, any protection items can help, and keeping the enemy locked down helps. You don't need to build straight up power to 100-0 someone.
BranMuffin17- Thank you for the well thought out response.
Apologies, I usually play arena with Nemesis. (I can't seem to figure out good builds for other modes)
I am an aggressive player who sometimes gets to far from home so I build up my movement speed to get in and out since Nemesis is squishy.
When I attack I start with the Slice and Dice or Ult (if available) to slow my target down then attempt to shred protections with passives from Stone Cutting Sword and/or Executioner. I do have some success with it but if enemy's teammates converge on me I am usually toast.
I have fallen away from Ichaival and usually plug in Hastened Fatalis as I continue to tinker with Nemesis, but I will look into Winged Blade because CC just annihilates Nemesis.
I am bored at work so I like to go to eliteownage.com/smitebuilder and tinker around with what I think could work and then try it out.
Something that I came up with is decent damage with CDR and penetration. I have yet to try it but like the way it feels in theory.
Warrior Tabi-Jotunns- Qins- Executioner-Hydra's Lament- ? (Brawlers Beat stick or anything else with Power and penetration)
Reasoning-
CDR from Hyrdas and Jotunns, Considering Hyrdas over Breastplaste for the passive ability. Since I start attack by ability my next attack deals more damage.
Penetration- Jotunns and Brawlers beat stick. I have not used Brawlers but reading the passive seems beneficial but it might not be I am not sure.
Power and Attack speed- All items
Also considering Heartseeker with this as well, since I start my attacks with ability then with Hyrda's Lament my next basic attack would be stronger, will I am taking protection away with Executioner meanwhile being able to use my Slice and Dice within 8 secs seems like it could be lethal.
Smite Builder is my building site of choice as well...has been very helpful to me.
So, if you read some of the comments from that Reddit link, most of those comments are likely for Conquest/Jungle. Knowing your build is for arena is helpful, and means that some of the things they're talking about apply to a lesser degree.
Not that I'm going to be able to come to any conclusions, but let's break down some of the main things. We're talking mostly 5v5 teamfight, so unless the god is a full basic attacker (e.g. Kali), then CDR is definitely helpful. Another thing many overlook is protection. Sure, you might not get protection items on your typical ADC in Conquest, but depending on team comps, it can really save you...against a team of 4 physical gods, I'll definitely consider Breastplate of Valor on Xbalanque.
Nem's strengths that you're focusing on...main damage via basic attacks (via attack speed + Qin's) as first priority, CDR (specifically for ult and possibly getting off 2 Slice and Dice in a fight) as second priority.
So, again, core items.
Warrior Tabi or Ninja Tabi: If you consider Qin's Sais, I'd probably suggest Ninja. Guess it also depends on the rest of the build. Let's continue.
I think we both agree on these as core. Let's go over the rest of your items.
Brawler's Beat Stick: I love this item. Seriously. But in this case, I think it's going to be a bit less effective. In conquest, when people are far from base and can be caught alone, this can be very effective, especially against healing mages and some warriors (e.g. Guan Yu, Hercules, Chaac, Vamana, Amaterasu). But in Arena, I find it a bit less functional. Yes, the 40 power and 20 flat pen is great. So I'd consider it situational rather than core.
Hastened Fatalis: with her super-high slow (50% at level 5 of S&D), you shouldn't need the extra sticking power of Fatalis. So, you're getting it for attack speed (okay, synergistic with Qin's) and move speed (you overextend, so this can save your bacon). This can be okay, but I think you'll find it more effective if you just focus on adjusting your playstyle and consciously try not to overextend as much. You've got Swift Vengeance as an escape, and Retribution as a shield to soak damage if necessary. That should be more than enough to keep you alive, if you've got teammates close.
Hydra's Lament: okay, this is an interesting choice. If you can make sure you get basic attacks in between activating your abiltiies, it can be a nice boost of damage. The 15% CDR is a perfect fit with Jotunn's Wrath to get you almost to max CDR, which means your originally 70 second CD ult can now be used every 45 seconds!!! Also, gets your escape up more often to get you out of trouble, and definitely helps to get 2 Slice and Dice off (now 8.5 second CD). I'd say this is a good 6th item option.
And then, the other penetration options
Titan's Bane: great against tanks, but the high pen is all that's working here (ignoring the power, which isn't amazing). I think The Executioner with its attack speed is the better option. You shouldn't be attacking with one ability and getting out...each time you attack, you should be planning on sticking on the enemy for a few basic attack hits, so Exe will be functional, even if you don't have other physical teammates...you'll always build those stacks, at least for yourself. To me, TB is out.
Void Shield: ahhh, here's some nice protection. I'd say it's a solid choice against a physical team (3+ phys), especially if you also have 3+ phys on your team...the protection reduction from both this AND The Executioner will really help teammates do more damage.
Stone Cutting Sword: okay, I think the biggest barrier I see is its price ($2,900!!!). The added move speed is fine (again, helpful for you to get out of sticky situations), and the high power is also great. The protection reduction is nice, and can really demolish squishies. Increasing your own physical protection is good, so is most functional against 3+ physical enemies. But your main damage source is Qin's, which isn't the cheapest item, and in Arena, with the short duration of the match, means getting this online will take longer and slow you down from completing your build. So, I'd say this is situational at best.
Asi: doesn't add any power, but brings some lifesteal into the mix for sustained boxing, attack speed to support Qin's, and some flat pen. Perhaps situational, again.
And I know this is already TL;DR, but I think 1 protection item could be useful. Remember, you're not going to 100-0 someone quickly, it's a teamfight, so less damage and more survivability can be helpful.
Protection, an assassin's best friend?
Rather than protection, maybe we should say survivability. This means anything with added health would also qualify.
Hide of the Urchin: if you find yourself getting damaged a lot, often, you might consider this somewhat earlier in your build so you can build stacks on it. High equal protections and added health...always a great item.
Spirit Robe: get for the good balanced protections against a team with lots of CC. The 10% CDR is also nice for Nem, but you wouldn't get Hydra's Lament with it.
Winged Blade: Sort of an offensive version of Spirit Robe for the anti-slow and 20% CC reduction, but with the attack speed to help Qin's and the move speed which you obviously value. No protections but 300 health helps a bit.
Breastplate of Valor: Although this is good against a 4+ physical team, Nem isn't mana hungry (I think), so you're only getting the high protection and CDR...I'd personally skip this one.
Witchblade: maybe if you're facing a 4+ physical team, and you have 2+ basic attacking enemies...but it would be best for a tankier teammate to get this, and stick close to them to get the benefit in a teamfight.
Ancile: weird choice maybe, but everything in this helps. Nem is going to be hurt a lot, so the added power is functional. The 10% CDR is good again, but don't mix with Hydra's Lament. Guess this would work against a 3+ magical team.
Genji's Guard: not sure I'd ever choose this, but the super high protection against 4+ magical enemies will really cut down the damage, and it also provides CDR.
So, um, where are we? I'm lost, lol. Full build...
@Bran, Nemesis is a basic attacker first and foremost, so getting more than 20% CDR is kind of a waste (the only reason you really want Jotunn's Wrath is for more ultis). Because Nemesis needs to be up front and in your face to deal her damage, it's usually best to build some health and protections. Frostbound Hammer is great because it gives you that extra sticking power, and it prevents ADCs from shredding you as easily with its health and passive. Hide of the Urchin and some other physical/mixed defense items can be a good addition to make you a bit tankier.
% penetration (ie: Titan's Bane): Nemesis ultimate reduces enemies protections by 50%, meaning that during your ultimate, the effectiveness of % penetration is halved.
Too much CDR: Nemesis abilities have very low scalings. Her dash has a low enough cooldown at 20% CDR (11 seconds) that if you build protections you can dash into a fight, engage enemies and then dash out. Her Retribution has a long enough cooldown (16 seconds default) that you can only use it once per most engagements regardless. The reason 20% CDR is good to have is because it makes her ultimate go from a 70s cooldown to a 58 second cooldown, overstacking it more than that though begins to lose efficiency.
Hydra's Lament: Sorry bran, just not a good item on her. Your abilities are really for utility, thus you need to time when they go off accordingly. Hydra's Lament excels on gods that have a few damaging abilities that can be cancelled into AAs like Loki, where the timing of said abilities doesn't matter. On Nemesis, you should save your Slice and Dice to slow enemies, your Retribution to mitigate damage at the right time, your dash for movement and your ultimate for the best opportunity. Spamming them to proc Hydra's just isn't worth it.
Void Shield: So this one is a bit weird. The way Nemesis' ult works is that it steals 50% of the enemy's protections. If you're too close to an enemy and have Void Shield, you'll have reduced their physical protection by 20, meaning you will steal 10 less protection. Items like The Executioner and Stone Cutting Sword generally don't have this problem since you'll usually ulti and then hit them with basics, but Void Shield can cause this to happen.
Yeah that's better. The slow on Frostbound Hammer isn't required (hence I said you could just do urchin for example) but one 2s slow isn't super reliable for sticking to targets (outside of ulti). Eg: you use Slice and Dice and then get hit by a slow, stun or any other form of cc. Suddenly your sticking power is non-existent and your target just gets away since you can't unload your damage on them. Against certain teams this may not be that much of a problem, but against some it will.
Also in defense of my giving advice on nem, she is my most played jungler and I did write a guide on her :P
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