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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.
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.
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.
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.
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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