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Eye Of The Jungle
Katana
Healing Potion
Hand of the Gods
Golden Blade
Poisoned Star
Deathbringer
Toxic Blade
Demon Blade
Serrated Edge
Golden Blade
Poisoned Star
Deathbringer
You could replace Golden Blade with Hastened Katana later in the game if you struggle keep the pace with enemies and completely change Toxic Blade for Shadowsteel Shuriken if you prefer the higher crit chance over the penetration but still need the anti-heal.
Hastened Katana
Shadowsteel Shuriken
This is a good alternative if you need more penetration early, instead of using Poisoned Star to chase, you use Hastened Katana, and Wind Demon for the extra speed and penetration you get on crits, although you might find more difficulty clearing early and isn't a great idea to build against an enemy jungle who has great clear or you know for a fact isn't making a bruiser build.
Hastened Katana
Demon Blade
Deathbringer
Toxic Blade
Poisoned Star
Serrated Edge
complements the most out of the bunch, even though it might seem like the lesser option for sustain compared to Bumba's Spear
and Manikin Scepter
, it's +10% attack speed helps the early combat and overall feels nice, providing 25 HP5 when in the jungle, which is like having the constant half of the effect of a healing potion or 5 health per second.
as a starter will give a nice 3% movement speed which of course stacks with Ama's 1 and 10 power.
is a great first item as it gives you great clear, which you need to not get outfarmed by the enemy jungle, along with 10% movement speed and 15% attack speed, following it up with Poisoned Star
which allows you to stay close to your enemy, as when landing a crit on an enemy, they get -10% movement speed and -15% damage output, allowing you to catch on if you briefly lose your target. You could use Hastened Katana
instead of Golden Blade
if you still struggle to stay close to enemies to get your basic attacks in, in this case, you can use Wind Demonwind demon for that extra penetration and speed you get when landing a crit, remember you don't want to fight in your speed stance since the damage output you get from your power stance is quite important, this is why our core items focus on giving you the ability to stay close enough to your enemies to land basic attacks, but you can go with what you feel most comfortable with. Deathbringer
empowers crits, providing you with ludicrous amounts of damage against squishies.
will give exactly what you need at the time you're buying it, flat 15 penetration, a major boost to your attack speed and anti-heal on basic attacks, not to mention it also grants 7% movement speed and 100 health, it is overall a perfect item for countering lifesteal built ADCs and bypassing their basic stat protections for oppresive damage in ganks. If you prefer to get more crits over the penetration, you could use Shadowsteel Shuriken
if you still need the anti-heal, bear in mind though, this sacrifices your flat penetration which functions best against some gods who have some basic stat protections, adjust as you need or want and remember, builds change situationally.
this is where you get Wind Demonwind demon for the penetration and viceversa for the damage debuff.
, which gives you most importantly 20% penetration, allowing you to deal considerable damage to tanks, and again, still contributing to the build core with speed and damage, it also provides 10% lifesteal and gives you an extra 10 damage and 3% lifesteal for each non-ult ability on cooldown which can give you some extra surviveability in a team fight which synergizes with the long cooldown on her 2 and 3. Say, for example, you just arrived at a teamfight from clearing a camp or the fountain, you change your stance to the power buff, activate your 2 and charge in silencing enemies with your 3, giving you the full bonus from this item, which can come into play more often than not.
or a jungle who built Bumba's Spear
Your passive Illuminating Strike is a debuff you apply to your enemy by hitting three basic attacks on them, increasing the damage they take by 10% and to other enemies in a 30 unit radius from the affected god, a very strong advantage in both a gank and a teamfight. Your priority to level after your ult is your 1, Divine Presence for the damage/speed buff, as being in the correct stance can be the difference between a successful gank or death: for example, you can change your stance to speed after clearing the first camps to arrive mid xp camp quickly and heal a bit, then changing to damage again for clearing and/or fighting. Remember this is also an aura, and applies to nearby allies too, so you could help someone escape or empower them just by being nearby (in the correct stance) or provide an advantage in a teamfight. Your 2, Heavenly Reflection is your main clear and protection, as it mitigates 3% damage at level 1, increasing the mitigation by 3% with every level while active and giving you a little extra range for potentially securing a kill, and giving you some breathing room in a fight. This is your next priority to your 1. Activate when entering a jungle camp or clearing a minion wave to charge it and clear, you can also activate it when starting a fight to take advantage of the mitigation it provides and having a headstart onto a panicking opponent or simply to poke a little extra damage if they try to escape, you should also, if planning to go in with your ult, activate it before your ult, and then use your ult, as it will grant you some protection, and charge with the damage you deal with the ult, increasing and securing the damage after the stun.
or Anubis' 1
, the silence hits before the dash (when casting) and not with the dash as it might seem at first, this is also your main escape or catch up, so maybe it is not the best idea to use when starting a gank as it has 18 seconds of cooldown, unless you want to prevent the enemy god from escaping inmediatly with an ability or are sure you have the upper hand, leveling up this ability is your last priority as it only upgrades the damage, and not the silence or the dash itself.
to use on the first clear of the yellow buff, especially if solo gets blue buff for himself, as it will allow you to quickly get your 2 to help you clear the xp camps, after this, go to the mid xp camp (you're still in the fire giant/solo side of the jungle) and relic ward the choke point on the enemy jungle side to the mid lane, this allows you to be on the lookout while clearing the camp if the enemy jungle approaches you to poke or steal the camp or tries to gank mid. This is often your first fight of the match so arriving first and having the headstart on the enemy jungle or being ready to gank mid can determine if you can outfarm the enemy jungle and have a powerful start to snowball into the midgame, where Ama jungle excels at.SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
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I would suggest going
I also think
My suggested build for crit Amaterasu would be the following:
For better early clear and sustain late game with
Also! You say her silence can cancel Thor's ultimate but he is CC while channeling so it can't.
Hope this helps!! :)
This doesn't mean that crits can't still do a lot of damage of course. But you're getting less effect in ways than you would if your progression was standard (no progression, 1 / 1 / 1 etc.).
It IS clear that the person did think about this build and tried to make it as functional as possible. While yes,
To note, the basic attack penalty is -35% MS for melee gods. Assuming we're not using speed stance, Hastened will get rid of that altogether. If using speed stance (at max rank 21%), you could balance it with WD passive and the MS from GB, but again, you usually don't want to be in speed stance when fighting.
One thing I don't like is that the build isn't even at 50% crit chance. I'd personally want it to be higher specifically to make crits more reliable. One potential option if you decided you didn't want anti-heal would be to switch out
Note an error on the writeup.
I personally would still level the 2 at level 1 for clear. If you're getting Eye, the HP5 should heal you up enough that you don't have to worry about the heal the 1 provides, and you're not REALLY going to rotate that much quicker...you'll likely clear more quickly with the 2 allowing you to move toward the next camp before you'd finish when getting the 1.
All in all, this is just funny talk. I can definitely see this being fun, but pretty obvious this shouldn't be built regularly, or for newer players.