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Start the game off with mage's blessing, tier 1 book and some health/mana potions. Choose between beads or aegis (depends on the mid lane/jungle against).
First back should be to get Magi's boots as well as wards/potions if needed. You can choose the Focus boots but the extra damage and lifesteal helps maintain lane pressure.
Buy these items in this order
Book of Thoth - For the mana and extra damage
Spear of the Magus - Increased damage and pen (3+4 damage spike)
Gem of Isolation - You'd be surprised how much a 60% slow does with your 1 + 2
Soul Reaver/Book of the Dead - Go with SR if your winning lane or BOTD if you're dying a lot/ losing lane
Rod of Tahuti - Sell Mage's blessing for the increased damage
Sell your boots for Obsidian Shard the penetration melts tanks.
Beads - If you're being hit with lots of CC and chose aegis first relic
Aegis - If the team has executions and you chose beads first relic
Heavenly Wings - Buy this 90% of the time for second relic it gives an escape tool
Belt of Frenzy - Rare but if your dominating the extra damage helps in team fights (Buy second Relic)
Max the 2 then 1 does a lot more damage and clear than just the 1 and 3 and the 4 doesn't do any damage but is super useful if you're ganked as the jungle starts to panic :)
Tap each threat level to view Ah Puch’s threats
THIS GUIDE ISNT THE BE ALL AND END ALL IF YOU DONT LIKE SOMETHING CHANGE IT TO SUIT YOU, THIS IS JUST MY OPINION LOOK AT OTHER GUIDES FOR FURTHER HELP AND KNOWLEDGE, IVE EXPLAINED MY CHOICES AND REASONING IN THE NOTES.
Ah Puch is a very difficult god to play if you are new and an even trickier one to the enemy team as its hardly ever seen in ranked play. He is heavily reliant on landing a 1+2 combo or 1+3+2 while using his ultimate as a zoning tool. He's a very squishy mage with no escape ability and high mana usage but makes up for it in one of the highest burst damage.
His items in his kit are very reliant to helping him land his combos.
Mages Blessing - Starting item to help him compete with other mages in the mid lane, the cooldown reduction and mana regen help with his combos and high mana usage.
Magi's Boots - Starting to increase his overall damage while the lifesteal helps you stay in lane longer.
Book of Thoth - Helps offset his massive mana usage while increasing his damage.
Spear of the Magus - If you go down the route of levelling his 1 and 2 the passive from Magus helps increase the damage of his 3 as well as his ultimate.
Gem of Isolation - With the 40% slow from his 1 + 20% from this item enemies will have a hard time escaping his 2 without using an escape ability.
Soul Reaver - At this point in the game the laning phase is over and small team fights begin happening this item helps with enemies building protection against your burst damage.
Book of the dead - Buy this over SR if you find yourself dying a lot as you keep the damage from SR but gain a massive shield from BOT.
Rod of Tahuti - Massive increase to your damage if the enemy team isn't building magical defence you can start one shooting the Mid/Adc/Jungle.
Obsidian Shard - If the game carries on this long this item is very good in helping to break through the Support/Solo's defences.
Hollow Ground - Ah Puch passive, grants him sustain in the lane but I wouldn't rely on it so much early game as the heal is low but late game can quite easily keep him alive. Eating a corpse also reduces the cooldown on his 1+2 and is why CR isn't really needed on him as much as other mages.
Undead Surge - Ah Puch 1 is his part of his main combos, I like to level this over his 3 first as it gives more damage and poke in the early lane. Also gives a slow of 40% which can synergize with Gem of Isolation for an easy combo.
Corpse Explosion - Ah Puch 2 is the main source of damage in his kit, levelling this up second creates massive poke with his 1 and clears faster (In my opinion) than his 1+3. Maxxing this first can start a snowball in your lane.
Fleeting Breath - Ah Puch 3 is less important than his 1+2 but against a team with a healer can become one of the most, the extra damage it provides + stun against healing is astronomical in 1v1s. I wouldn't throw it immediately as it has a long cooldown but if you land a 1+2 combo off throw it right after as people instinctively heal after taking lots of damage and can create an opening to strike.
Empty the Crypts - Ah Puch ultimate and 4th ability is definitely one of the more underwhelming mage ultimates but still has its uses. Instead of using it as a damaging ultimate use it as more of a zone/escape tool as when junglers gank you and get met with a large AoE field of damage, they start to panic and miss abilities. DO NOT use this as a damage ultimate as most of the time the enemy will escape it and would have been used for nothing, but don't ever feel afraid to use it as it's on a relatively short cooldown. It can especially be used to counter a Fire Giant/Gold Fury/Tower push by the enemy team.
- High Burst damage
- Sustain Passive
- Deals with Healers
- Good Zoning Ultimate
- Very Squishy
- High Mana usage
- Unreliable Ultimate damage
- No escape ability
- Doesn't really compete with other mages
In order to play Ah Puch effectively in team fights, you need to take a more passive but aggressive role, don't be running up to enemies instead hang back with the Adc/Support and use 1+2 or 1+3+2 combos to burst enemies from afar. If you are pressured or ganked don't be scared to use your ultimate as a deterrent/escape many jungles get all panicked when faced with it and it's on a relatively short cooldown. DO NOT use your ultimate as a form of damage its, not near reliable enough as other mage's ultimate and does not do burst damage. Use it in prolonged team fights or as an escape/zone tool. Good luck and have fun :)
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