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Artemis [Conquest] - Tusky and You (4.20)

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Smite God: Artemis

Build Guide Discussion (9) More Guides

Purchase Order

Starter Items

Build Item Death's Toll Death's Toll
Build Item Bumba's Mask Bumba's Mask
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Multi Potion Multi Potion
Build Item Multi Potion Multi Potion

Example Build

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Warrior Tabi Warrior Tabi
Build Item The Executioner The Executioner
Build Item Shifter's Shield Shifter's Shield
Build Item Wind Demon Wind Demon
Build Item Deathbringer Deathbringer

Alternative Items

Build Item The Crusher The Crusher
Build Item Ninja Tabi Ninja Tabi
Build Item Ancile Ancile
Build Item Void Shield Void Shield
Build Item Bloodforge Bloodforge
Build Item Rage Rage

Relics to Consider

Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads
Build Item Heavenly Wings Heavenly Wings
Build Item Blink Rune Blink Rune
Build Item Teleport Glyph Teleport Glyph
Build Item Meditation Cloak Meditation Cloak

Consumables

Build Item Healing Potion Healing Potion
Build Item Multi Potion Multi Potion
Build Item Potion of Physical Might Potion of Physical Might
Build Item Ward Ward
Build Item Sentry Ward Sentry Ward
Build Item Chalice of the Oracle Chalice of the Oracle

Artemis's Skill Order

Transgressor's Fate

Transgressor's Fate

1 X
3 15 16 18 19
Vengeful Assault

Vengeful Assault

2 A
2 4 7 10 12
Suppress The Insolent

Suppress The Insolent

3 B
1 6 8 11 14
Calydonian Boar

Calydonian Boar

4 Y
5 9 13 17 20

Starter Items

Beginning the match with the two starters Bumba's Mask and Death's Toll gives the player the ability to jungle efficiently from level 1. You should start the match at red buff, then purple for support, then lane.

The Healing Potion and Multi Potions should be bought together because their effects stack. In the early game, this makes for impressive healing.

Purchase Order Reasoning

With the given starter build, you should be able to sustain for quite a while, if you use your manna wisely and jungle for health. You should go back at 1600 or 2000 gold. If you have 2k, get the Devourer's Gauntlet first. Stacking this item early can give you a lead that sustains in to the late game. If you don't want to stack, Bloodforge is an excellent substitution you can bring in later. Next (or if you returned with >1650 but <2000 gold), you should get either the Warrior Tabi or Ninja Tabi. I recommend Warrior Tabi because with Artemis' attack speed buff ability, she hits the attack speed cap easily.

It should be noted that should the duo lane partners have a lot of mobility (e.g. Jing Wei, Geb) it is best to get boots first.

You do however want to make sure to get about 40% additional attack speed, so that once the buff ability is maxed she does hit the attack speed cap. You will want to bring in power, penetration and critical chance as well. Wind Demon gives +20% and its passive gives and additional 20%; it is a good choice if you are looking to conserve inventory space. Shogun's Kusari has an aura that gives +20%; If a teammate has it, stick close. An often overlooked item for attack speed is the The Crusher; the combination of power and penetration, combined with a low price tag, makes for mid game destruction. On top of this, if used against enemies effectively, The Crusher provides up to 20% cool down reduction via its passive. Artemis' passive makes up for the like of critical chance. The Executioner is another great pick-up and can do more than The Crusher against high defense enemies; it is better when enemies have >45 physical protection.

Your fourth pick-up can be used to counter build. Try to get something with power and protections, like Ancile or Void Shield. If just want to stack power however, might I suggest Rage. Its huge bump to critical chance once evolved is probably the best way to raise damage per second and that's what ADC is all about.

Lastly, you will want to sell your starters and buy late game items. If the game is going well, I suggest Deathbringer and Malice, in that order. You will shred minions, structures and players alike. If the game is not going well, but still winnable, try counter building. I prefer to use Shifter's Shield for this, as it provides high power with physical and magical defense. Shifter's Shield is so powerful that in the example build Malice would lower damage per hit while over 50% health in its place. Magi's Blessing's passive can also be a great assist, if the enemy team has a lot of hard crowd control.

With excess money consider: Potion of Physical Might, Wards/ Chalice of the Oracle and upgrading relics.

Relics

As a hunter, Artemis is squishy. Therefore, deterrents may be necessary. If the enemy team has players with hard crowd control (e.g. Ares, Anubis, Ymir) Purification Beads are a life saver, literally. Burst damage gods (e.g. He Bo, Scalia, Loki) are better countered with Aegis Amulet. Don't forget Calydonian Boar gives crowd control immunity.

Artemis also lacks dives and escapes. The Blink Rune helps with this. Try blinking in to get Calydonian Boar close. It's fun. The Teleport Glyph can help with map presence, or at least serve as a free back every 3 minutes. Once upgraded, you can teleport to wards as well. The usefulness of this cannot be overstated. Heavenly Wings, when upgraded, allows for attacking without movement penalty. An excellent dive to accompany Artemis' buff or a retreat full of pokes.

Another thing Artemis can't do is heal. Buying potions help, but so does Meditate. Consider it. It can revive a manna starved team.

Skill Sequence Reasoning

Start with Suppress The Insolent for jungling. Then Vengeful Assault and then Transgressor's Fate to open Artemis' kit. Level Calydonian Boar as often as possible. Alternate leveling Suppress The Insolent and Vengeful Assault, level Transgressor's Fate up last. You still need Suppress The Insolent to clear waves, so don't ignore it. The Transgressor's Fate does bring as much to the kit as the other abilities and leveling it does not upgrade it much, thus it can be ignored until late game. This allows you to get Vengeful Assault and Suppress The Insolent leveled up more quickly.

Using Transgressor's Fate

The Transgressor's Fate is, probably for good reason, the least utilized portion of Artemis' kit. Other than the obvious "trying to place it where the enemy is about to walk" let's list some other ways it can be used.

Place at your feat while retreating.
Place between you and melee boxing opponent.
Place in entrances and exits to the jungle/lane.
Place on an ally being attacked by melee enemy.
Place on top of enemies affected by an ally's crowd control to hold them longer.
Follow up on Tusky's stun with a trap.
If the other team is under their tower, try placing it right in front of the tower. People tend to back peddle in to it and you can still hit them from out of the tower.

Transgressor's Fate is an important part of Artemis' kit and has low manna cost. Use it often.

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Branmuffin17 (244) | October 17, 2017 4:26pm
Hey Thoth33,

The base choices for your build seem solid. That said, I have some comments:
  • Since Art doesn't have a true escape (can only rely on Tusky stun and capturing people in Transgressor's Fate), I'm not sure that starting with Devourer's Gauntlet is the safest thing. If we're talking Conquest, it might be okay, depending on the enemy gods and your Support (at least in the initial stages)...but if they have initiation skills, and your god doesn't have much peel, you might be significantly safer getting Warrior Tabi first. Since you'll start the game with DT/Bumba's, you'll be able to at least confirm how everyone seems to be playing, and make a judgment call from there as to which item you want to choose first. Your writeup talks about backing and choosing the first main item depending on how much gold you have on hand...I'd say it's more important to evaluate your potential safety.

  • If you DO get Devourer's Gauntlet first, it's going to start giving you plenty of power as you stack, and that can allow you to consider Ninja Tabi instead of Warrior. You'll get more hits for DT, and it'll supplement your slow early attack speed when not using Vengeful Assault. I know you probably don't want to build TOO much attack speed, but I think you'll be fine.

  • Speaking of attack speed, I personally feel that The Crusher is perhaps a bit less functional for Art compared to some other hunters that rely a bit more on abilities. Not saying it's not helpful...but I AM saying that, at least in my opinion, prioritizing crit at the 4th spot might be more functional for her and her passive's ability to increase DPS overall. If you do want The Crusher, I think I'd get it in the last slot. But that's me.

  • If you find the high cost of Deathbringer to be prohibitive in that 4th spot, you might also consider Rage, followed by DB. Rage's higher % crit chance is actually great for her DPS overall. I understand the draw of Malice with its higher power and the passive which also deals damage, but think you'd be just as well off with Rage in many cases, and at a cheaper overall cost.

  • Speaking of Rage, you have 0 variability or alternate item options in your build. You MIGHT consider adding optionals, if you feel other items can be viable in different situations. Since you do talk about giving an option for both Warrior Tabi and Ninja Tabi, and I also see Shifter's Shield and Magi's Blessing in your writeup, you might consider adding those in "alternate items" (well...all but Magi's probably =P)

  • As for ability leveling...in the first few levels, you might want to prioritize Suppress The Insolent over all else...it's your primary wave-clear, which in the early game is weaker than some other hunters.

  • Again for Conquest, you should probably have wards up, since she's easily ganked. That said, you do talk about using Transgressor's at entrances/exits to the jungle. This is an important strategy to prevent the enemy from just straight up walking through the jungle and right up to you. That said, another portion of that strat might be to make sure you're closer to the wall than the jungle when laning. Then, if they have a leap/attack ability, they won't be able to jump over the trap AND deal damage with the ability.
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Thoth33 | October 20, 2017 6:33pm
Thank you for the critique.

I understand your concern about building Devourer's first leaving you without movement. It would not be a good idea against a Jingwei and Geb, for example, and I would not suggest it. Outside of extreme matchups, the early sustain and power it provides creates such an effective power gap. Give it a try.

As for attack speed. I must revise the guide because of it. I spent time researching base stats and toying with jungle practice. I have concluded that Artemis should never be built with more than one speed item. If you would like to know, according to Odin in JP, Crusher adds the most DPS, just slightly more than Executioner.

An alternate item section will be added.
You have forced me to restructure how I build, and I thank you. Rage is great.
2
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Branmuffin17 (244) | October 23, 2017 2:31pm
Note that I wasn't saying Devo's first is immediately bad, and I absolutely understand the benefit in building it first, when possible. Just pointing out that it might be helpful to advise readers more specifically that they may want movement first if the enemies can close quickly.

One other thing I definitely need to point out, regarding your attack speed comment. There are a couple of things to consider:
  • The Odins in Jungle Practice are just for target practice. I believe (not sure) that they stay at level 1 no matter the level you are, and they have no items that provide added protection. At level 1, Odin naturally has 20 physical protection, so I'm not surprised you're getting better damage output from The Crusher, which doesn't need stacks and provides 15 flat pen (75% of a level 1 Odin's protection). The Executioner provides UP TO 36% protection reduction, so in this case, will only give the equivalent of around 7 pen (36% of 20), and that's only after the 3rd hit. Note also that a level 20 Odin would have 77 physical protection, BEFORE adding protection from items, at which point, Exe easily outclasses Crusher.

    In real world situations, you're going to deal with a variety of enemies with varying amounts of protection. Consider also that Exe provides 5% higher attack speed and 5 higher physical power. One last thing to consider is that Exe provides protection reduction, which at 1:1 values is superior to penetration with regard to god damage. Protection reduction allows physical teammates to also deal increased damage, while penetration only applies to your own damage.

    As such, Exe is 100% the better penetration item, and Crusher should NOT be considered an alternative to it.

  • Art can absolutely benefit from more than 1 attack speed item, but it also depends on the rest of your build, which needs to be efficient and cover all the necessary stats. If you like the rest of your build (Devo's, Rage, DB, Shifter's for the protection), then the solution is easy...replace Warrior Tabi late with Ninja Tabi. With that slightly adjusted build, you ALMOST max attack speed but don't go over when Vengeful Assault is active, and you increase your DPS across the board (with or without Vengeful) by anywhere from 20-50 DPS against both squishy and tanky gods (ran the numbers in Smite Builder). Ninja Tabi, late game, adds to her damage output, straight up.
Hope this is helpful!
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DV-8 (21) | October 13, 2017 1:33am
Nice build.

Thoth33 wrote:
Place on top of enemies affected by an ally's crowd control to hold them longer.


I think it is worth mentioning that one of Artemis' main combo's is based off of this idea. After using Calydonian Boar to stun the enemy, you can follow up with a Transgressor's Fate, placing it under the stunned enemy's feet for an additional 2 second root.

This not only allows you to easily land several auto attacks, but it can also potential combo well with other teammates.
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Technotoad64 (45) | October 13, 2017 11:49am
Don't forget about diminishing returns.
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Branmuffin17 (244) | October 13, 2017 12:26pm
FYI Tech, a stun (Tusky) is hard CC. Both roots and cripples, both applied from ( Transgressor's Fate), are soft CC, so in my understanding, the follow-up ability wouldn't be subject to diminishing returns.
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Thoth33 | October 13, 2017 11:13am
Yes, excellent observation. I will note it under the appropriate section.
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League of Legends Build Guide Author Thoth33
Artemis [Conquest] - Tusky and You (4.20)
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