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8.8+ // Izanami Build + Guide

12 5 7,358
7.6
by Mimikyute updated September 20, 2021

Smite God: Izanami

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Izanami Build

Starting Items

Build Item Leather Cowl Leather Cowl
Build Item Short Bow Short Bow
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

SPL Build; Crit

Notes Sell Ichaival for Qin's Sais

Notes

Sell Ichaival for Qin's Sais

Build Item Hunter's Cowl Hunter's Cowl
Build Item Ichaival Ichaival
Build Item Odysseus' Bow Odysseus' Bow
Build Item Rage Rage
Build Item Dominance Dominance
Build Item Deathbringer Deathbringer

Starting Items II

Build Item Leather Cowl Leather Cowl
Build Item Short Bow Short Bow
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

SPL Build; Qins

Notes Sell Ichaival for whatever you want tbh - Wind Demon, Executioner, etc.

Notes

Sell Ichaival for whatever you want tbh - Wind Demon, Executioner, etc.

Build Item Hunter's Cowl Hunter's Cowl
Build Item Ichaival Ichaival
Build Item Odysseus' Bow Odysseus' Bow
Build Item Qin's Sais Qin's Sais
Build Item Silverbranch Bow Silverbranch Bow
Build Item Dominance Dominance

Starting Items III

Build Item Gilded Arrow Gilded Arrow
Build Item Short Bow Short Bow
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Non-SPL Approved Build

Notes Sell Ichaival for Qin's Sais

The slightest of changes. I am not an SPL player I am not bound by their laws!

Notes

Sell Ichaival for Qin's Sais

The slightest of changes. I am not an SPL player I am not bound by their laws!

Build Item Ornate Arrow Ornate Arrow
Build Item Ichaival Ichaival
Build Item Asi Asi
Build Item Rage Rage
Build Item Dominance Dominance
Build Item Deathbringer Deathbringer

Izanami's Skill Order Notes This might be problematic but I am an Izanami 1 maxer and I will explain why...

Izanami is 99% auto attacks and she already clears the wave really well from level 1. You are never struggling to clear wave, so I don't see the point in maxing her 2 first.

When you are boxing in lane, you can throw out her 2 and potentially miss it and then be forced to auto with her 1 that has 1 point in it OR you can throw it out for the slow vs. damage and then beat their *** with her 1 that you are maxing, especially if you have Ichaival.

Her 1 is also good for clearing support buff, scorpion (big and small), and harpies early game since they are singular targets.

Notes

This might be problematic but I am an Izanami 1 maxer and I will explain why...

Izanami is 99% auto attacks and she already clears the wave really well from level 1. You are never struggling to clear wave, so I don't see the point in maxing her 2 first.

When you are boxing in lane, you can throw out her 2 and potentially miss it and then be forced to auto with her 1 that has 1 point in it OR you can throw it out for the slow vs. damage and then beat their *** with her 1 that you are maxing, especially if you have Ichaival.

Her 1 is also good for clearing support buff, scorpion (big and small), and harpies early game since they are singular targets.

Sickle Storm

1 X Y
Sickle Storm
3 4 6 7 10

Spectral Projection

2 A B
Spectral Projection
1 8 11 12 14

Fade Away

3 B A
Fade Away
2 15 16 18 19

Dark Portal

4 Y X
Dark Portal
5 9 13 17 20
Sickle Storm
3 4 6 7 10

Sickle Storm

1 X
For 6s, Izanami throws her kama sickles even faster and more furiously. While active she gains Attack Speed, and her Basic Attacks no longer return to her, instead applying Bonus Damage in addition to 100% of her Basic Attack power per hit.

Ability Type: Buff
Attack Speed: 55 / 60 / 65 / 70 / 75%
Bonus Damage: 5 / 10 / 15 / 20 / 25
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
Spectral Projection
1 8 11 12 14

Spectral Projection

2 A
Izanami sends forth a demonic visage of herself to strike down her enemies, damaging and Slowing all Enemies in a line.

If an Enemy God is killed while slowed by this ability, future uses of the slow will be increased by 6% per kill up to twice, for a maximum of 30%.

Ability Type: Line
Damage: 65 / 115 / 165 / 215 / 265 (+90% of your Physical Power)
Slow: 18% + 6% per Kill (Max 30%)
Slow Duration: 3s
Range: 70
Cost: 70
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Fade Away
2 15 16 18 19

Fade Away

3 B
Izanami descends into the underworld, becoming Stealthed, and leaps away from her current position.

Taking damage, or firing a damaging Ability or Basic Attack breaks her Stealth.

Ability Type: Leap
Duration: 3 / 3.5 / 4 / 4.5 / 5s
Range: 55
Cost: 70
Cooldown: 17 / 16.5 / 16 / 15.5 / 15s
Dark Portal
5 9 13 17 20

Dark Portal

4 Y
Izanami summons a dark portal which Damages and Silences all Enemies in range.

Ability Type: Ground Target Special
Damage: 220 / 320 / 420 / 520 / 620 (+100% of your Physical Power)
Duration: 1.5 / 1.65 / 1.8 / 1.95 / 2.1s
Radius: 15
Cost: 100
Cooldown: 80s

Izanami Threats

Tap each threat level to view Izanami’s threats

Max
0
Major
3
Even
4
Minor
2
Tiny
0

Izanami Synergies

Tap each synergy level to view Izanami’s synergies

Ideal
5
Strong
5
OK
0
Low
0
None
0

Pros + Cons


·̩̩̥͙**•̩̩͙✩•̩̩͙*˚PROS˚*•̩̩͙✩•̩̩͙*˚*·̩̩̥͙


Very good early pressure and wave clear with her special autos.
➝ You can damage multiple enemies at once; clear the wave + poke, auto multiple enemies at once in teamfights, etc.
➝ VERY good at hyperfarming.
Very powerful stim that gives up to 75% attack speed and 25 bonus power - very good for boxing and objective shred (towers, FG, GF, etc.)
Stealth in her dash makes ganking/flanking/breaking enemy ankles much easier.
➝ The dash is a bit jank and easy to predict but it's still valuable.




·̩̩̥͙**•̩̩͙✩•̩̩͙*˚CONS˚*•̩̩͙✩•̩̩͙*˚*·̩̩̥͙


It takes a bit to get used to her autos - not really a con but something to be mindful of.
Her dash is pretty easy to predict and it can be interrupted.
Her ultimate is a little underwhelming, especially if you miss it.
➝ It definitely HAS value, the silence and damage are good, you can hit multiple enemies, etc. but compared to other ultimates it's a bit ehh.



Abilities

You should read Izanami's abilities in detail either through Smite or here: https://smite.fandom.com/wiki/Izanami


The closer Izanami gets to death, the more powerful she becomes. Izanami gains 4% Physical Penetration for each 10% of her Health that is missing, up to a maximum of 20%.

Penetration per Stack: 4%
Max Stacks: 5

Izanami's Basic Attacks increase in projectile speed with higher Attack Speed and only trigger Item effects on the first target hit per attack.


Simplified Explanation


For 6s, Izanami throws her kama sickles even faster and more furiously. While active she gains Attack Speed, and her Basic Attacks no longer return to her, instead applying Bonus Damage in addition to 100% of her Basic Attack power per hit. This Bonus Damage applies to all targets, including Structures.

Attack Speed: 55/60/65/70/75%
Bonus Damage: 5/10/15/20/25

Cooldown: 10 seconds


Simplified Explanation


Izanami sends forth a demonic visage of herself to strike down her enemies, damaging and Slowing all Enemies in a line.

If an Enemy God is killed while slowed by this ability, future uses of the slow will be increased by 6% per kill up to twice, for a maximum of 30%.

Damage: 65/115/165/215/265 (+90% of your Physical Power)

Slow: 18% + 6% per Kill (Max 30%)
Slow Duration: 3s

Cooldown: 14/13.5/13/12.5/12 seconds


Simplified Explanation


Izanami descends into the underworld, becoming Stealthed, and leaps away from her current position.
Taking damage, or firing a damaging Ability or Basic Attack breaks her Stealth.

Duration: 3/3.5/4/4.5/5s
Prefire duration: 0.35s

Cooldown: 17/16.5/16/15.5/15s seconds


Simplified Explanation


Izanami summons a dark portal that Damages and Silences all Enemies in range.

Damage: 220/320/420/520/620 (+100% of your Physical Power)
Duration: 1.5/1.65/1.8/1.95/2.1s

Prefire duration: 0.6s
Postfire duration: 0.6s

Cooldown: 80 seconds



Simplified Explanation

How to Play Izanami!

The core concept of Izanami is that she has auto attacks that;
I. Go through all enemies instead of stopping on the first enemy hit like regular autos.
II. Return to Izanami; When she throws out an auto it will hit the enemy initially for 75% damage and then return to Izanami. If the enemy is hit by the returning sickle, they are damaged for 35%.
WHAT THE PERCENTAGES MEAN: A normal auto will do a base amount of damage that increases with each level + 100% of your basic power. This is not the same for all autos, and Izanami is a good example of this. When her 1 is not activated, her autos do a base amount + 75% of her physical power and then 35% on return.

Early Laning; First ~5-7 minutes
From level 1, Izanami has really good clear and she can poke while clearing if the enemies stand near their wave. This makes the enemies have to position uncomfortably, and allows Izanami to clear more freely.

Izanami has really good lane pressure on her own, so even with a low-pressure support vs. a high-pressure enemy duo, Izanami can typically even it out and make the laning phase a stalemate.

During the laning phase with your support, all you are worried about is using Spectral Projection and then holding left click on the wave, poking the enemy when possible, and stealing enemy harpies/scorpions/purple buffs whenever possible.
➝ Whenever you push the enemy under tower, go for their harpy, scorpion, or purple buff. Purple buff takes priority above all if it is up and safe to invade. DO NOT stand on their tower line and try to poke them, you are just asking to get ganked + you are wasting time that you can spend invading and getting ahead just to be annoying.

Once your support hits level 5 and/or gets their first non-starter item, they SHOULD leave your lane to go rotate. If they don't, wait a minute or two and then nicely tell them to leave. Even if the enemy support stays you will be able to farm and clear wave as long as you are playing safe because of Izanami's autos. The enemy support staying will also force the enemy ADC to split everything and so they will naturally fall behind unless their support rotates as well.

Bye-Bye Support; ~7-25 minutes
So your support has left you. It's just you and the enemy ADC. How long the laning phase lasts really depends on when you as a team are ready to group, generally as an ADC you want to at least get Dominance finished if not Deathbringer or Ornate Arrow before you start grouping for fire giants and sieges. That's besides the point.

IT'S JUST YOU AND THE ENEMY ADC, as I said.

Izanami has a very good 1v1, especially if you are maxing her Sickle Storm first like I do (you really should there are absolutely 0 downsides Izanami already clears well with her Spectral Projection at rank 1).

Your primary goal in the laning phase is to outpressure the enemy ADC with your inherently superior clear and then invade their harpies, scorpions, and purple buffs.

WHAT YOU DO NOT WANT TO DO PRE ~15 MINUTES is destroy their t1 tower.

If you were to hypothetically take the enemy ADC's tower 10 minutes in, for the rest of the game you are going to have to deal with the waves meeting on the enemy side of the map - especially if the enemy ADC is good, they will make sure that wave is constantly on their side of the map if not freeze it at their t2 completely. This means you will constantly have to overextend to get the enemy minion waves, you will be missing a lot more minions than if they met in the middle, and you will be much easier to gank for the enemy jungler.
So yes, taking a t1 early does a lot for your serotonin levels but you will be punished eventually and it will completely mitigate your lead because they are now able to safe farm under their tower vs. you having to overextend heavily to get the same amount of farm.
Anytime I'm behind early game as an ADC I want my t1 tower taken. I stare at them as they take it because it makes my life a lot easier and their life a lot harder.
This is a little niche and probably boring to know but I'm just letting you know since you are playing a high-pressure god and I know that your brain is going to be itching for a pre-10 min t1 tower.

ANYWAYS, back to the laning phase;
On top of using her 1 for boxing the enemy, you are also going to be using it on the harpies and scorpions. You can clear those really fast if you are maxing her 1 first, and it makes invading a lot easier.

Other than that, the laning phase is pretty much the same as every other high-pressure hunter. You are farming and trying to get a lead on the enemy ADC so that you can rotate before they do. If there are fights near you - mid lane at your t1/t2, gold fury, etc. you should rotate to help but generally you're just staying in your lane and farming it up until late game.

LATE GAME TIME:
Late game is very identical to other hunters; you are staying with the team and not dying so that you can do huge damage and take down objectives. Remember that ultimately you are the dps for fire giant, gold fury, towers, phoenixes, etc. and if you die your siege + objective potential is gone. BE SAFE! Position behind your support, near your mid laner.

Izanami differs from other hunters (other than like, Rama sometimes) since she can hit multiple enemies with a single auto attack and late game she is hitting like a truck, especially with crit. So literally all you are doing is positioning and holding left click in teamfights. Use her stim when you are doing objectives or hitting single targets. She is very very simple and very good right now, have fun!

8.8 Bonus Patch!!

The 8.8 Bonus Patch was released TODAY [9.7.21]; read the entire patch here:
https://www.smitegame.com/news/8-8-bonus-update-notes-live-september-7th/

There were no direct changes to Izanami.

Indirect changes to Izanami;

[NERF] Odysseus' Bow: Decreased Attack Speed from 40% to 30%
[NERF] Ichaival: Decreased the Power Increase from this item’s passive from 15 to 10 per stack. [Total power went from 80 to 65]

What this means for Izanami: From what I have seen people are still running the build shown, they are just replacing Ichaival late game now instead of keeping it.

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