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Amaterasu: Shining in the Solo Lane

0 0 10,912
by BloodyNights updated May 7, 2016

Smite God: Amaterasu

Build Guide Discussion 0 More Guides
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Amaterasu Build

Starter Items

Build Item Death's Toll Death's Toll
Build Item Boots Boots
Build Item Healing Potion Healing Potion
4
Build Item Mana Potion Mana Potion
4
Build Item Teleport Fragment Teleport Fragment

Core

Build Item Ninja Tabi Ninja Tabi
Build Item Breastplate of Valor Breastplate of Valor
Build Item Jotunn's Wrath Jotunn's Wrath

Offense

Build Item Asi Asi
Build Item Qin's Sais Qin's Sais
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Frostbound Hammer Frostbound Hammer

Defense

Build Item Spectral Armor Spectral Armor
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Bulwark of Hope Bulwark of Hope
Build Item Oni Hunter's Garb Oni Hunter's Garb

Final Build

Build Item Ninja Tabi Ninja Tabi
Build Item Breastplate of Valor Breastplate of Valor
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Asi Asi
Build Item Qin's Sais Qin's Sais
Build Item Bulwark of Hope Bulwark of Hope

Amaterasu's Skill Order

Divine Presence

1 X Y
Divine Presence
2 4 6 8 10

Heavenly Reflection

2 A B
Heavenly Reflection
1 7 11 14 16

Glorious Charge

3 B A
Glorious Charge
3 12 15 18 19

Dazzling Offensive

4 Y X
Dazzling Offensive
5 9 13 17 20
Divine Presence
2 4 6 8 10

Divine Presence

1 X
Amaterasu harnesses the power of her jewel, gaining Attack Speed and healing herself every second for 4s. She also creates a persistent aura that buffs nearby allied gods. Every time this ability is activated the aura switches between Valor and Benevolence.

Ability Type: Buff
Heal Per Tick: 10 / 18 / 26 / 34 / 42
Attack Speed: 15 / 17.5 / 20 / 22.5 / 25%
Benevolence Aura: 9 / 12 / 15 / 18 / 21% Move Speed
Valor Aura: 14 / 18 / 22 / 26 / 30 Bonus Power
Radius: 30
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 9s
Heavenly Reflection
1 7 11 14 16

Heavenly Reflection

2 A
Amaterasu charges her mirror for 5s. While the mirror is charging she takes decreased damage. By activating the ability again or at the end of the 5s she will fire her mirror straight ahead, dealing damage. The mirror can be charged by successfully attacking enemies or from taking damage, and will deal up to double the base damage when fully charged.

Ability Type: Line, Buff, Damage
Damage Mitigation: 7 / 9 / 11 / 13 / 15%
Mirror Damage: 70 / 105 / 140 / 175 / 210 (+60% of your Physical Power)
Full Charge Damage: 140 / 210 / 280 / 350 / 420 (+60% of your Physical Power)
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Glorious Charge
3 12 15 18 19

Glorious Charge

3 B
Amaterasu shines light off of her sacred blade, silencing all enemies in front of her. She then dashes forward while dealing damage, piercing through minions and stopping at the first god hit.

Ability Type: Dash, Silence, Damage
Silence Duration: 1s
Dash Damage: 80 / 135 / 190 / 245 / 300 (+60% of your Physical Power)
Range: 55
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
Dazzling Offensive
5 9 13 17 20

Dazzling Offensive

4 Y
Amaterasu focuses the power of the heavens into an impressive 3 strike combination attack. The 2nd hit will do 20% more base damage and slow enemies. The 3rd hit will do 40% more base damage and stun enemies. She must hit an enemy with the 1st hit to receive the increased damage and CC on the 2nd hit. The same rule applies to the 2nd and 3rd hits.

Ability Type: Cone, Stun, Damage
Damage (per Strike): 80 / 125 / 170 / 215 / 260 (+50% of your Physical Power)
Slow Duration: 2s
Stun Duration: 2s
Range: 35
Cost: 100
Cooldown: 95 / 90 / 85 / 80 / 75s

Introduction

Hello, this is my first guide. I've been playing Amaterasu for a good while, and she is currently my favorite god to play as. I'm a level X Amaterasu and it's been longer than I can remember since I've lost the solo lane with this build. And of course this is my experience using it. Starting out with you may run into some trouble, but as always practice makes perfect.

Skills

- This aura is incredibly useful for hacking down enemies, giving you an extra 10% damage to anything within the area. It even works on minions, and jungle camps. Especially towards the beginning of the game while you are swinging at a wave of minions, your competition will probably stay away just so they are not effected by this debuff. Luckily with the increased attack speed for this build landing this passive shouldn't be an issue.

- I max this skill out first, the extra attack power, and healing help out greatly towards the beginning of the game, and at maximum rank Amaterasu gets a whopping 25% movement speed boost. Allowing you to easily run in, slap away at a tower, and escape right when the enemy is about to get there. Also because of how mana hungry she is, just being naturally stronger towards the beginning helps you not have to use as many abilities. Speed stance is Yellow, and Power Stance is Red. It also boosts allies near you if you need to chase or escape, or just rip a tower to shreds.

- This is Amaterasu's main wave clear ability, and damage mitigation tool. Especially towards the beginning of the game you'll find most enemies will steer clear of you when you have the shield up. Usually letting you get the wave of minions for free before they come back in. Towards mid to late game using this ability is great for just running in and tanking both towers, and phoenixes without the need to bother with minions.

- I consider this to be Amaterasu's main escaping tool. It does silence the enemy but only for one second. Generally going in hitting the tower, until the enemy comes, and then dashing out, and going into her speed stance will allow you to escape death in most situations, just be careful that you don't accidentally hit an enemy god during your escape because you'll stop right in front of them and probably be killed.

- An amazing ult that can completely turn the tide of any fight in your favor. Upon the second hit the enemy is slowed, and on the third the enemy is stunned, allowing you to just wail on someone for a brief moment after you land this. It's important to land all three hits. It's also important to let your team mates know when you have this ready, because it can easily allow you to pick someone off very quickly. However it does have weaknesses, various relics like Sanctuary, and Purification, along with a lot of different dash moves, or abilities that would put the enemy in the air can completely avoid this. Check your opponents relics, and try to wait until they use their get away move, if it has been used, wail on them. Also remember that it is CC immune, and can get you out of trouble, like Hades's ult, Ymir's ult etc.

Combos? Usually 2,4,3 is pretty good at sealing the deal. 2 will give you some defense and will charge up while the ult hits, and will fire shortly after, you should be able to get a few auto attacks in, before you silence them to stop get aways, and finish off most opponents with more auto attacks.

Main Items & Relics

- Movement speed, attack speed, and more damage? Pretty easy to figure out, this should be your first item finished.

- This should almost always be built second, this will not only give your mana a huge buff, but your defense and cool down to use your abilities helps out immensely. However if your opponent in solo is magical getting or may be preferred. If you are afraid of Odin's spears and don't feel confident that you'll survive during it is also a half way decent choice, but you'll more than likely have teleport as your first relic reducing the effectiveness of this early game.

- I'd suggest getting this no matter what you are building. The physical power, physical penetration, cool down reduction, and extra mana make this a must have, and it should always be your third item.

- I usually go for this forth on the item slot just because it's cheap, and I like the extra life steal for sustain. The added physical penetration, and attack speed is also helpful. But if you are confident without it, or just have the extra gold to spare this can be your 5th item, or you can replace it with something else entirely.

- I almost added this to the core, since I always have it during a game regardless of what I build. If you have the extra gold instead of getting Asi, you can make this your fourth item. But I usually make this my fifth. By the time I get this my auto attack speed is crazy good, it's usually very easy to go tank a tower without minions and just destroy it flat out before anyone can get to it. Or that Guardian that's been giving you trouble will soon realize that you now hurt a lot.

- This is usually my final item. Though I'll often replace it with something else if I'm not particularly scared of the enemy team's mage. Regardless CC reduction, health, and magical protection are all great for a Warrior, and will help you live longer during the end game team fights.

Teleport - I feel this is a must for a starting item on solo lane. It will allow you to easily go back, heal up, get that item you need, and quickly get back out to your lane to stop it from being attacked, or to attack your enemies tower while they are missing. You can also use it to help other teammates out who are being bullied by teleporting to their towers, or your own team's wards for a quick gank, or save. If you are clutch enough you can even use it in strange instances. Like escaping back to your own tower during Odin's Ult to stop yourself from being killed. The teleport doesn't actually stop while you are being hit unless it's a pop up.

Sprint - A relic that removes slows, and speeds up you and anyone else around? Sounds great to me, and combos well with to go through Ymir walls, and Odin's ult.

Curse - This is great in team fights, slowing enemies down so you can escape, or securing a kill. Nothing really negative to say about this, other than the fact that Sprint kind of counters this one, and it's a very common relic due to it's versatility.

Purification - This relic is more dependent on what team you are fighting against. But it's useful against a lot of different gods just the same, including Amaterasu herself. Removing CC effects will hurt certain gods ultimates quite a bit. Just to name a few...Hades, Ares, Artemis, Ymir, Cupid, and Medusa. You may find your self being killed without this, but at the same time it could be completely useless.

Sanctuary - This makes you completely invincible for a short time. It doesn't last for a long time, and it's very similar to purification. I wouldn't really use it unless there was a good reason to. It can stop the slow and stun of Amaterasu's ult if you are in a mirror match. But it feels very situational, but depending on match ups, I might use this over Purification.

The Other Items

- This item gives a huge bump up in attack power, and makes Ammy even faster, while taking protections away from the enemy and adding them to her as well. Generally I don't go for this, unless the game is dragging on for a good while, but it's hard to deny the power of this item

- To be honest I frequently make this my final item if I'm not afraid of the magic user on my enemies team. It adds some extra health to Amaterasu, and gives her extra attack power. It also has the added benefit of slowing down other auto attackers making it very difficult for anyone to outbox her and makes it harder for them to escape from you, or your team due to the movement speed debuff.

- More physical defense, more mana, crowd control reduction...and it allows you to move through annoying obstacles like Ymir's Wall, or Odin's Ring of Spears. Mostly match up dependent on if you get this or not, but really it's just a big middle finger to Odin.

- More health, more health recovery per second, and gives her a boost to stance change heals? Not too bad, but for this build it's not really needed. However if you need to be more tanky, and are not sure if you want magical or defensive protection? This works.

- A very cheap costing magical defense buff, that gives you more mana regen, and crowd control reduction. It's extremely underrated in my opinion. Generally I get this item if my opponent in solo is magical as my second item because of how cheap it is.

Gameplay

Early Game - At the beginning of the game you'll want to grab the starter items listed above. And then head straight over to the mana buff camp. The mana buff is your best friend you want to go for it almost as soon as it's available always. If you can even ask your jungler to get it for you so you can quickly run over grab it and get back to lane. While in lane you don't want to be too overly aggressive, stay behind your minions, and use the cool down reduction and mana restoration to constantly heal from Amaterasu's 1. Your main goal is to stay in lane until you have 1200+ gold. Once you have it you should go back and buy your ninja tabi and potions. If you were lucky and killed your opponent before heading back just go back normally, otherwise teleport back to lane. Also when you get to level 5 it's not a bad time to look for an overextending opponent to ultimate. Check their items first though. If they got purification it will just be a waste.

Most likely the mana camp will be back up by the time you get your boots, you almost always want this. It's your best friend. Go for it. You don't need a lot of gold to get the first part of the breastplate or second stage either. You may want to head back and get them. You should notice a big decrease in the amount of damage you are now taking, especially after you complete the Breastplate of Valor. After you've gotten this you can play a little bit more aggressively. You'll not only have more mana to play with, but a cool down reduction as well, giving you more chances to heal.

By this point you've both probably only pecked at each others towers, if you were lucky you've destroyed it, or have gotten it low on health. Unlucky your first tower is gone, maybe the jungler jumped you one too many times? Regardless it isn't over yet. By the time you get your third item, Amaterasu becomes pretty scary, she has less than a minute cool down on her ultimate, and can heal very quickly, and has more power to boot. This is usually when I start getting more aggressive to the point of being over aggressive. Your attack should be really high for a warrior, while still having defense, and you'll be able to escape if needed due to the speed boost stance, and attack boost of your stances should help you win fights, and take towers.

Once you've obtained your fourth item which is usually Asi, or Qin's Sais, I'll be honest, I've almost always destroyed at least one of the enemies towers in solo lane if not both. If you haven't destroyed at least one, try not to leave the lane unless it's an emergency. That tower needs to go down. If it's only got one tower left you need to make the decision of what's most important, helping another lane out, or destroying that last tower. Obviously you don't want another lane to get bullied, but at the same time, you could use that distraction to snag the last tower under their noses. If you've destroyed both towers, don't go attacking the enemies phoenixes just yet, you'll most likely just be an annoyance to the enemy, and get killed. At best you'll relieve some pressure on one of the other lanes due to someone having to go back to stop you. But you could have just helped by going to the lane that was struggling, and fought with them instead.

Mid to late game, it's basically time to group up, win team fights, help with objectives etc. Remember you should have teleport, and your defense should be high enough that you can probably just rush in and take a towers attack, and mow it down especially with a partner without even waiting for minions. Though activating her 2 shield before hand certainly helps. I know it's scary, but if you are about to die use Ammy's Dash, go into speed stance and book it, not many people are gonna catch her. You can also throw wards right next to objectives, head back to base, heal up and get an item. Then teleport back and finish destroying the target you were working on before.

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League of Legends Build Guide Author BloodyNights
Amaterasu: Shining in the Solo Lane
Table of Contents

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