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Patch Top Rated Newest Discussion
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[-]
DV-8 (26) | November 13, 2018 11:40am
Working on updating my Artemis guide, and I noticed that HiRez recently updated the artwork for her Abilities. Figured I should bring this to the attention of those who intend to keep the site updated.
2
[-]
Wayne3100 (45) | November 14, 2018 3:06pm
Updated the icons (make sure to refresh using Ctrl + F5 if you're still seeing old icons), thanks for the heads up :)
1
[-]
boogiebass (44) | November 13, 2018 5:12pm
He's alive guys o-o
1
[-]
Branmuffin17 (329) | November 13, 2018 1:51pm
All yours, Wayne.
1
[-]
Subzero008 (112) | June 16, 2015 7:47pm
Passive is RNG and practically worthless, 1 is useless except in combos or against bad players. 2 is a burst skill, which isn't bad, but I just wanted to point that out. 3 is undodgeable and falls off. 4 is an AoE undodgeable stun + nuke.

Goal of rework: Solidify role as hyper carry + add more player interactivity to kit.

Passive: Hunter's Eye: Artemis gains 3% bonus physical power every time she connects with a basic attack, stacking up to five times and lasting indefinitely. All stacks are removed upon missing a basic attack.

No more RNG ********. Now rewards accuracy for up to 15% extra damage.

1: Snare: Artemis plants a trap that turns invisible 1.5 seconds after planting and is revealed by Sentry Wards, which are now in the game to increase counterplay against stealth. Traps root and cripple targets for 1 second, dealing 80/140/200/260/320 damage (+100% of your physical power) and reveal them for 4 seconds. Can have 3 traps at once. Cooldown: 19/16/13/10/7 seconds.

No longer useless, as they turn invisible. However, the root length is much shorter, making it weaker for wombo combos but more useful as actual traps. At the same time, the cooldown has been way shortened.


2: Rapid Shot: Artemis gains 30/40/50/60/70% attack speed for 5 seconds. Hitting with basic attacks reduces the cooldown of this ability by 1 second, halved for nongods. Cooldown: 18/16.5/15/13.5/12 seconds.

Early game, this is an assassin's burst skill. Late game, it's no longer a ****ing CLONE of all the other "gain attack speed for 5 seconds" abilities and becomes more oriented around sustained, reliable damage, making it more of a hyper carry thing.

People misunderstand hyper carries. Artemis is only really good late game because of high damage + hard CC AoE stun ult. That makes her not a damage carry, but a UTILITY carry, unless you're willing to call Rama and Xbal hyper carries as well.


3: Kill Shot: Artemis charges and fires a blessed arrow that pierces enemies hit, dealing 50/85/120/155/190 damage (+75% of your physical power) as physical damage, dealing increasing damage with the enemy's missing health, up to 80/140/200/260/320 damage (+150% of your physical power) at 25% health. This ability has 70 feet of range, with a slight cast time and a slower projectile speed. Cooldown: 7 seconds.

This is absolutely useless for waveclear, but makes for some pretty good poke, especially as the damage gets higher.


4: Calydonian Boar: Art summons a boar that rams targeted enemy after charging for 2 seconds, dealing 100/150/200/250/300 damage (+100% of your physical power), stunning them for 1 second, and reducing their physical protections by 30/40/50/60/70%. The boar will continue to chase and attack targeted enemy, having 50 + 15 per level physical power, 700 + 100 per level health, and 30 + 5 per level protections. The boar can be bodyblocked. Cooldown: 110/100/90/80/70 seconds.

Now a delayed stun that still is effective. It's incredibly powerful in 1v1s, but it had plenty of utility in fights - to chase down enemies, shred tanks and bruisers, etc. Kinda useless for defensive purposes with the 2 second delay but whatever it hits is going to lose so much physical protections, you pretty much won't be able to survive more than a few shots.


Laning: Poke poke poke lay traps poke. Avoid long engagements and just poke. Stay safe with traps.

Teamfights: Stay safe with traps that are actually useful now. Finish off targets with Kill Shot. If a bruiser or tank gets in your face, show them why that's a bad idea. Your entire goal in teamfights is to deal the most insane damage with +15% physical power and 70% attack speed that is spammable, and you can get past stuff like enemy damagers with your stun, enemy tanks with your armor shred, and so on. Your ult has one use but it has many uses.
1
[-]
Enigmatisty | January 2, 2015 10:25pm
Despite her recent nerfs making her early wave clear horrendous, Artemis still is quite a viable god in my opinion.
I can still wreck solo lane on my own as soon as I unlock my ultimate.
Basic gist is: Focus on getting her 3 to its strongest, even skipping a point for Tusky, and then allocate one point for it and her 1, and then focus on her 2 after doing so.
Wards are extremely important to run away from an oncoming ambush, even more so as you have no escapes.
I recommend getting at least one movement active like Greater Sprint or even Combat Blink, and a Greater Aegis to deal with that pesky Anubis or Loki. The ability to use it while affected by CC is what makes it superior and will allow you to use your ult, and 2 to victory.
1
[-]
Timoshi (7) | November 25, 2012 11:20pm
Artemis, Is one of my favourite characters in my opinion. Destroying whichever lane she tries. She is a great jungler she can play a lot of roles excellently. Artemis is a character to pick.
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