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Artemis Critical Chance/Lifesteal Build!

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31 Votes

Smite God: Artemis

Build Guide Discussion (23) More Guides
Conquest Build
Conquest Build Arena Build

Purchase Order

Laning with a partner:

Build Item Soul Eater Soul Eater
Build Item Warrior Tabi Warrior Tabi
Build Item The Executioner The Executioner
Build Item Deathbringer Deathbringer
Build Item Titan's Bane Titan's Bane
Build Item Rage Rage

Mid lane:

Build Item Heartseeker Heartseeker
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Warrior Tabi Warrior Tabi
Build Item The Executioner The Executioner
Build Item Deathbringer Deathbringer
Build Item Rage Rage

Must-have ability:

Build Item Meditation Cloak Meditation Cloak

Use Protection:

Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Purification Beads (Old) Purification Beads (Old)

Artemis's Skill Order

Transgressor's Fate

Transgressor's Fate

1 X
4 15 16 18 19
Vengeful Assault

Vengeful Assault

2 A
2 8 11 12 14
Suppress The Insolent

Suppress The Insolent

3 B
1 3 6 7 10
Calydonian Boar

Calydonian Boar

4 Y
5 9 13 17 20


Artemis is an AD carry, although she is of a special variety. She is known best as a hyper carry, where she scales less in early to mid game but scales far more in late game. As such, her late game damage is undeniably powerful. This build is intended to help her early and mid game scaling, as well as intensify her late game. With this build, anyone who gets in your way will feel pain. transgressors fate

An Unfortunate Truth

Obviously, new Gods are added every 2-3 weeks, giving players new challenges and new opportunities. The newest Gods, beginning with Neith, I have deemed to be the "Superiors".

These Gods are stronger than many of the First 30 Gods, due to Hi-Rez gaining more knowledge of how to make a MOBA. This fact is especially true with Artemis, who compared to the newer Gods I have deemed... inferior.

I bring to the table Neith, who I despise. Compared to Artemis, she has more AD, more attack speed, and far more CC than any AD Carry could need. Against Artemis, she will prove to be superior from level 1. This is an example of the "Post-30" God's power.

Artemis, while having great AD damage, has lost her physical prowess and is in need of a buff of sorts. I have contemplated this idea for a while now, and I believe that Transgressors Fate is where Hi-Rez should begin. More CC is useful as well, and more could be used in Suppress The Insolent.

I await the day that Artemis will be brought to her former glory, seeing as she is my favorite God.

Pros / Cons

  • Squishy
  • Mana hungry without Meditation
  • No escapes
  • Low Scaling Until Late Game



Artemis gains a 5% critical strike chance buff on each successful hit within 4 seconds. Her passive has a maximum of 3 stacks.

This ability stacks well with Rage, so keep that in mind. It can give you an extra 15% Crit Chance, which is undeniably helpful in a fight. How to use this? Simple, just hit your basics. Can't get any easier.

transgressors fate

Artemis places a trap that additionally act as a ward. Enemy gods coming within 5 feet of her traps activate them, rooting and crippling the enemy god, preventing movement abilities and dealing damage every second for 3s. doing 25/40/55/70/85 (+30% of your physical power) physical damage every second for 2 seconds.

Cost: 60/65/70/75/80 mana.

Cooldown: 18/16/14/12/10 seconds.

This is an interesting skill in that it is so versatile, you can use it for a large number of things. I like to use it as a ward in front of the Fire Giant, saving me 50 gold. When I'm not using it that way, I mainly use it during a fight. If I can get close to an enemy, I will drop one under them and if they get stuck inside, I can shoot them down relatively easy. If I am low in health and being chased, I will drop one under my current position so that the enemy will have a chance of getting stuck inside, potentially saving myself from death. The main use that this skill has is dropping them in the jungle or in front of a minion wave so that an enemy will not gank from the jungle or so that they might get stuck in one. Use them how you will, whether to save yourself or to give yourself a chance to get a lot of damage in.


Artemis attacks at a furious pace, increasing her attack speed by 35/45/55/65/75% for 3/3.5/4/4.5/5 seconds.

Cost: 70/75/80/85/90 mana.

Cooldown: 18/17/16/15/14 seconds.

You supply the damage output with your build, but THIS will let you **** on people. This skill is a lifesaver in so many ways. If you can stun an enemy with Transgressors Fate or Kalydonian Boar, then pop this skill and you can deal some insane damage assuming that you can hit your basics. In a 1v1 fight, this will give you the upper hand, so be sure to use it when the enemy is up close because you don't want to waste it. It's also a great jungling tool, allowing you to quickly take out jungle camps before someone else does. Make all of the pew pews... all of them.


Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged for 90/155/220/285/350 physical damage (+30% of your physical power) and are slowed by 25% for 2 second.

Cost: 70/80/90/100/110 mana.

Cooldown: 10 seconds.

This is Artemis' most important skill, as far as I'm concerned. In early game, this should be used to poke and poke and poke, especially toward the squishiest enemy. If you don't want to do that, use it on the back minion wave with the archers, since this can clear them out relatively easily or at least take most of their health. Jungle camps can be worn down almost immediately with this skill, but my favorite use? Finishing a running enemy and feeling satisfied in doing so. The slow is also useful for catching up to quick enemies. Use it for damage, and use it wisely since overuse will leave you mana hungry really quick.


Artemis summons the great Calydonian Boar to wreak havoc on her enemies, doing 150/225/300/375/450 (+100% of your physical power) physical damage to the nearest enemy god and stunning them for 1.1/1.2/1.3/1.4/1.5s second. The boar continues to charge other gods for 6 seconds. Artemis is also immune to crowd control for 3 seconds.

(NOTE: Boar health per rank is 350/450/550/650/750.)

Cost: 80/90/100/110/120 mana.

Cooldown: 90 seconds.

Artemis' Ultimate. Usually used as an initiator, it can change a fight really quickly and "ultimately" the outcome of the game. It is, however, relatively easy to counter, seeing as the boar can be killed but Aegis Amulet and Purification Beads can cancel all or most of it. Even other Ults like Valkyrie's Discretion or Ring of Spears can counter it. As such, be careful when using it. The boar can also be killed, so be aware of that. You need to be close to the enemy when using it or else they'll surpass its range when running. When used well, it can give you a window to do a LOT of damage, aside from the great damage that it does on its own. If an enemy is stunned, you and your enemies are open to deal massive damage to them. Use it wisely, use it well.

Build Items


SOUL EATER: I get this because I like to have attack speed as well as some lifesteal when I am laning with someone else. This is because in early game, abilities and basic on their own do a large amount of damage to enemies, so I build attack speed to get as much damage in as possible before the enemy backs off.

WARRIOR TABI: The boots of an AD. Physical Power, Crit Chance, Physical Penetration along with the movement speed are almost necessary to succeed in early game. Without them, chasing enemies or even being chased will likely result in failure.

THE EXECUTIONER: A great item to have early game, especially with the Passive debuff. With the attack speed from Soul Eater, early game attack speed as well as moderate damage should do you well in lane, and will allow you to do well in team fights (skill is also a necessity there).

DEATHBRINGER: The core item of an AD build. No AD, whether melee or ranged, should go without this item. It adds +50 to your basic attacks and sends your Crit Chance up to 26%, along with the 6% from Warrior Tabi as well as any stacks from Still Target.

TITAN'S BANE: An item that I've recently been switching out with Qin's Blades. I might not get that 2.5% in extra physical damage, but the extra Physical Penetration makes up for that considerably. It makes for a much better damage output.

RAGE:: Mostly for the Crit Chance, but the attack speed and the small amount of Physical Power is always nice. Your Crit Chance has skyrocketed to 56%, YAY! Half or more of your basic attacks will now be a Crit.


HEARTSEEKER: Always a great item to start with. Once you finish it (and it's a relatively inexpensive item), you can begin getting the stacks, each giving you +1 to your basic attacks. The more Physical Power, the better.

devourer's gloves DEVOURER'S GLOVES: The superior, and stackable version of Soul Eater if you're in mid lane. Build this after you finish Heartseeker so that you will not only be stacking up a lot of Physical Power, but will increasingly be gaining Physical Lifesteal.


meditation MEDITATION: In any situation, mana is essential. In early game, it's not always easy to keep mana up high, so getting this item at the start of a game is key. This will allow for more sustain in lane, potentially saving your tower or allow you to destroy an enemy's.

blink BLINK: A new item that works so well with Artemis. It's main purpose is to get close to an enemy and surprise them, but when added with Calydonian Boar it is an excellent initiator. Take if you wish, but it's not necessary.

AEGIS AMULET: I like to get this if I know I am against an enemy like Ares who has a pull, or maybe even Arachne. Prevents all damage and removes all Crowd Control.

PURIFICATION BEADS: Swap it out for Aegis if you want Crowd Control removed but still want to be able to escape. Useful for Hades' Ultimate, or even Cupid's. You still take damage, though.


Start with level two Soul Eater and Meditation. When you recall (or die), either get Purification Beads or Aegis Amulet, depending on which one is more useful in the situation.

If in mid lane, start with level two Heartseeker instead, but still get Meditation.

Start the game by getting the exp buff on left lane, which if done quickly will give me and the two other people (left lane and mid lane, depending on where I am) an exp advantage while still allowing us to get to lane before the enemy out-farms the first minion wave.

First, add a point to Suppress the Insolent, since it will allow you to either poke the enemy with a surprisingly large amount of damage, or to work on clearing out the back minions. If you're laning with someone, work on the back minions and let them take out the front for a faster clearing of minions. If solo, use your 1 on the back minions, clear out the front minions and then you and your minions can take out the back. This method works well on pushers like Ao Kuang, so learn to use it.

Continue down the skill leveling path shown above, and if you have an aggressive partner stick behind them. If you play right you could possibly get a kill here and gain some advantage. If an enemy is secluding themselves from their partner in a duo lane, try to focus either them or the squishiest enemy with Suppress the Insolent.

Once you have Kalydonian Boar, don't use it laning with someone else until you know that an enemy is singled out, your partner initiates, or the enemy themselves initiate. If you're on mid lane, initiate as soon as their minion wave is cleared so that you don't take massive damage from the wave. Waste no time in trying to kill the enemy while in mid lane, because every chance to farm deprive them or kill them must be taken. Or course, tower diving must be done carefully, lest the tower deals enough damage for the enemy to kill you. If your enemy is in the tower range you can always use Suppress the Insolent to get an oh so satisfying kill.

Whenever possible, say if you've pushed the enemy up to their tower, go get the blue buff. It's not that difficult starting at around 4-6 with a partner, but if you're in mid lane and your enemy is gone don't do it. Farm deprive them instead. With blue buff, you can spam Artemis' 1, which is rather mana costly and if used unskillfully will lead you to be out of mana fast. This buff is one of the most important for Artemis early game. With this buff, you should also do something very important: warding the openings from lane to jungle. Use your Transgressors Fate at openings where you believe a gank is possible and you just might save a life or take one.

Take towers, get kills, mid game, ya ya we get that. Mid game is unpredictable, but I suggest that you focus on taking towers here. If an enemy has cleared out of a lane, which at this point they will most likely begin doing, Artemis can clear towers really quickly with her Vengeful Assault. The more towers, the better advantage you have. Of course, you could always do a bit of farming here, since Artemis does that really well in mid game and it could give you the advantage. Always keep on the lookout, though. This is around the time when you should ward the Fire Giant with a Transgressors Fate. This is absolutely important and I highly recommend that you do this.

Late game is where you will shine. Artemis has a huge scaling period here, so any and all damage will hurt a lot here. In this time of the game you'll want to focus on your basics more than anything, because if you can trap an enemy with Transgressors Fate or Kalydonian Boar you can deal massive damage, especially if you have Vengeful Assault. Use Suppress the Insolent either as a slow, or as a finisher. There are still benefits, but you're not using it for the damage as much as in early game. Team fights are bound to happen here, so deal your insane damage, use your Kalydonian Boar wisely, and keep your health high. If you're low, take out some buff camps and you can gain your entire health bar back.

In late game, you can solo the Gold Fury and Fire Giant. Do this whenever the time is right, and remember to keep that FG warded. NEVER TAKE FG if a sufficient amount of team mates are dead... they'll be pissed. If they're all up. Take it fast, get some help for a quicker take-down if possible, and get the advantage. Take the GF whenever, that's extra gold there and we all love gold, right?

If you're defending your minotaur, you can take waves pretty quickly, and you're a decent defender if your team is pushing well. If, on the other hand you are pushing to their minotaur, taking out those pheonixes is easy with that Vengeful Assault. Life steal can't be used on the minotaur anymore, so you can't solo it like you used to unless you have a minion wave. But if you can take out that minotaur. Do it, you'll feel good about yourself.

Note: Remember that your Kalydonian Boar grants you immunity to all Crowd Control for a few seconds, so take advantage of that if necessary! Also, if being chased, use Transgressors Fate by placing it right under you to potentially trap the enemy, which might just save your life. It can and should be used as a ward, and I like to place one at the Fire Giant's lair to see if an enemy is trying to take it.


I'll be honest, Artemis is probably not the best choice for Arena because she just doesn't offer much to get kills until her late-game scale, and by then there will most likely be a fed God that will either take kills or kill you.

If you decide to play Artemis in Arena, your role should be that of poking the squishies. If you see an Anubis, Suppress the Insolent on his face. That goes for any squishy. When you have your boar, DO NOT INITIATE. Wait for someone else to do it, such as Hades or Zeus (who dominates the Arena field), and then pop the boar to assist someone else's initiation. That way, your ultimate will get the most use and will most likely have the most people to affect.

The build and skill order changes here because you're not so much basic attack based as you are in Conquest. You will be using basics, rest assured, but you will be using your abilities more to help our your team.

Transgressors Fate is important here, more than in Conquest, since it blends in with the sandy area of the arena and I like to believe that no matter where you place one, someone will step on it. I'm always right on that.

Supress the Insolent is used to attack the squishies, as I mentioned. Do not focus the tanks unless you get close to one or are attacked by one, in which case your build is meant to wreck tanks.

To summarize: basics wreck all, abilities focused to destroy squishies and help teammates.

DO NOT BUILD STACK ITEMS! With so many people going for the minions early game and with the mostly team-fight centered late game, you don't want to spend a lot of time on stack items. Unless you're focusing on taking out minions, which I frown upon since you could be doing more important things UNLESS you are farm deprived.

Like I said, you probably won't be getting a lot of kills, but you can certainly open the way for a janitor like Loki. That is important, since a Loki in Arena is killer (literally) and the least damage he has to deal the better.

All in all, help your team mates out. Open the way for kills, and always be aware of what's going on. That is your role as Artemis, and it is the best option to make yourself viable on the field.


I plan on adding these sections soon:

1. Domination

2. Assault

3. Ideal Partners

Look forward to them!


Thank you for taking a look at my guide. I hope it helps!

If you have any suggestions, feel free to comment.

If you liked the guide, upvote and +Rep. I would really appreciate it!

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Sort Comments By
Devilhunter9137 | June 8, 2014 10:02pm
just tryed this build and did great in conquest went 16 and 0 into the late game before dieing thanks for the build
JararoNatsu (51) | November 2, 2013 10:41am
I did in my gameplay :P

I haven't updated this guide yet because, well, I'm lazy. I will certainly do it, rest assured.
Starliight | November 2, 2013 7:22am
Great guide but you should replace [Soul Eater] with [Asi] ! :D
TormentedTurnip (96) | September 23, 2013 3:02pm
Since it's hard to spot small errors in guides with a lot of information, I'll make it easier for you: it's "Calydonian Boar," not "Kalydonian Boar." (Edit: I edited the skill for its coding to also work as
[[Kalydonian Boar]]

Nice guide, it's definitely great but I can see you've still improved with your Ow Kwang one.
Mysticbell | August 27, 2013 6:23am
Good build 11/0/12 this first pvp :)
tacoroco (1) | August 26, 2013 9:41am
I'm actually against WG now, though I'll be looking to see if death's toll is worth the time for early game.
Since I keep finding you in the comments section on other carry guides, I thought I'd ask this:
What kind of buffs do you think Artemis needs? Transgressor's Fate needs some kick to it to be sure, but anything else you'd like to see? I think her boar could use some help too.
JararoNatsu (51) | August 18, 2013 1:34pm
I do intend on working on this guide in the future, so I can throw your suggestions in.

Watcher's Gift... The only problem I see with that is that you are sacrificing early game stats for a quicker late game build. That is something I would have to try out, and see what the outcome would be.

Thank you for reading, I appreciate it.
tacoroco (1) | August 18, 2013 12:09pm
Hey, this is a solid review. I've used this build before, beautiful. I strayed from it (I just like the idea of fatalis sooo much) and performance was dodgy.

Do you think there's room for watcher's gift or something similar at the start of the game? I'm always looking for a way to get art scaling faster, and early farming is key for her.

Could you recommend any gods that are low/high risk opponents too (and potential counters)? Loki's a ***** to deal with at the best of times.
Also, any ideas of ideal partners? I do fine with any really but looking for those truly remarkable matches.
JararoNatsu (51) | August 13, 2013 7:20pm
Ragingstorm wrote:

worst guide ever imo

Love you too woman.
Ragingstorm (49) | August 4, 2013 11:59pm
worst guide ever imo
JararoNatsu (51) | June 1, 2013 2:07pm
Thank you, that means a lot. Sorry about the 4v5.
TripleSeven777 | June 1, 2013 8:27am

Would like to thank you for making this guide available, as a new player i appreciate the time and effort you put in this. Followed the exact build on conquest, got some early kills ended up being a 4vs5 in disadvantage for us. Got fed enough to be able to splitpush sidelanes and pick fights in mid as 4 and win them! Thanks alot!
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League of Legends Build Guide Author JararoNatsu
Artemis Critical Chance/Lifesteal Build!
31 Votes
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