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Artemis - Ranged Carry

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Smite God: Artemis

Build Guide Discussion (0) More Guides

Purchase Order

Build Item Warrior Tabi Warrior Tabi
Build Item Warrior Tabi Warrior Tabi
Build Item Warrior Tabi Warrior Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Deathbringer Deathbringer
Build Item Deathbringer Deathbringer
Build Item Deathbringer Deathbringer
Build Item Fatalis Fatalis
Build Item Fatalis Fatalis
Build Item Fatalis Fatalis
Build Item Titan's Bane Titan's Bane
Build Item Titan's Bane Titan's Bane
Build Item Titan's Bane Titan's Bane
Build Item Soul Eater Soul Eater
Build Item Soul Eater Soul Eater
Build Item Soul Eater Soul Eater
Build Item Girdle of Might Girdle of Might
Build Item Purification Beads (Old) Purification Beads (Old)

Artemis's Skill Order

Transgressor's Fate

Transgressor's Fate

1 X
1 15 16 18 19
Vengeful Assault

Vengeful Assault

2 A
4 7 11 12 14
Suppress The Insolent

Suppress The Insolent

3 B
2 3 6 8 10
Calydonian Boar

Calydonian Boar

4 Y
5 9 13 17 20

Introduction

Artemis is a ranged carry capable of dealing tons of damage to single targets in fights. She has great utility with transgressors fate and Calydonian Boar, along with strong AoE with Suppress The Insolent.

I play Artemis with an emphasis on high amounts of Attack Speed and Physical power. Attack Speed will allow you to stack your passive faster, and the bonus Critical Chance will multiply with your Physical Power, allowing you to destroy squishies and (to a lesser degree) tanks.

What is a Carry?



A Carry is, by MOBA definition, a hero (or in Smite's case, God) that uses his or her basic attacks to 'carry' their team through the game. Many Carries scale very well with items and have a very powerful late game, and to make up for it their early game is rather weak.

Skills


Passive


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

This is a very strong passive, as in fights you pretty much have 15% free critical chance. Combined with Vengeful Assault and Deathbringer, you're able to DPS gods/jungle camps down really quickly because of the crit multipliers.

transgressors fate

Skill Key 1


Artemis places up to 3 traps that additionally act as wards. Enemy gods coming within 5 feet of her traps activate them, rooting the enemy god and doing 25/40/55/70/85 (+30% of your physical power) physical damage every second for 3 seconds.

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

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

Use it to zone, use it as a ward, whatever. At a lower level, how good this skill is at level 1 is often overlooked. The good thing about this is that it lasts forever until activated, or until you have more than 3 traps. That means it's possible to have multiple places permanently warded throughout the game.

I prefer to use transgressors fate to zone out my enemy laners. When the game starts, I rush to lane and immediately start putting down traps in the middle of the lane, or a bit closer to either turrets depending on who I might be against. If done quickly enough, I will have time to port back to base and run to lane with a full mana bar. This will give me the zone advantage right from the very beginning.

Take transgressors fate at level 1 and max it last, as only the damage and cooldown changes and this will only be used for utility.


Skill Key 2


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.

Vengeful Assault is your steroid. It gives you a HUGE Attack Speed buff that lasts for quite a bit, and greatly assists in pushing towers or destroying enemies. Because the steroid is so big, you can afford not to buy Attack Speed items until later in the game, and focus on 'big damage' items like Deathbringer first.

Take Vengeful Assault at level 3 or 4, and max it second. Maxing this first is not optimal as you don't have the Physical Power to amplify with at early levels.


Skill Key 3


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 seconds.

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

Cooldown: 10 seconds.

Your harass and ability used to finish off runners in lane. This is an AoE ability that CHUNKS people early game, and still remain a strong source of AoE in the late game.

An important thing to note is that there's a brief delay before the arrows land and deal damage, so if you fire this at an enemy god under their tower, then walk out of range, you will not be targetted by the tower and you can get some free harass. That can also be a bad thing, however, as if you're chasing an enemy god and they're JUST outside of range this won't hit them and they can get off free.

I take Suppress The Insolent at level 2, and max it immediately as the harass/poke and damage is too good to pass up in the early levels.


Skill Key 4


Artemis summons the great Kalydonian 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 2 seconds. The boar will continue to charge other nearby enemy gods for his 6 second life time.

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

Cooldown: 90 seconds.

This skill has two main uses. The first is to lock someone down, and the second is to use it to escape.

Using this to lock down the closest enemy god will almost always net you a kill if you even have one other god with CC. A targetted, two second stun easily sets up targets for ANY skill. Calydonian Boar into Suppress The Insolent and Vengeful Assault is pretty high burst in any stage of the game.

If you are positioned close to someone you have stunned with Calydonian Boar, you can also put a transgressors fateTrap under them to keep them immobilized even longer.

Take this whenever it is available, as it is your strongest ability.

Items

Starting Items




Start with Warrior Tabi and 3 Healing Potions. The extra physical power will help you last hit, and the potions will help you sustain yourself through harass.

Core Items


/reinforced bootsdevourer's gloves /

Get T3 Warrior Tabi, then buy a devourer's gloves. The devourer's gloves will be your sustain in lane. You should get it as early as possible because the faster you stack it, the more your basic attacks and abilities will hurt. Also, it's pretty cheap and cost efficient for the stats. End game, switch Warrior Tabi for reinforced boots so you won't get destroyed by CC effects. This is IMPORTANT.

The Deathbringer is AMAZING for Artemis, as it synergizes well with your passive, allowing you to crit people for 300-400 damage in a single shot. If you end up getting this early, you're able to Calydonian Boar > Vengeful Assault > attack people for most of, if not all, their health.

Titan's Bane is just great if your enemies start getting physical protection :P If they have a relatively low amount of armor, feel free to get The Executioner instead.

End Game (Damage Items)





Fatalis - Attack Speed and Cooldown Reduction for less downtime on Vengeful Assault. I personally think you have enough Physical Power from your Core Items that you won't really need another item that gives Attack Speed + Physical Power.

Soul Eater - This is great, it gives life steal (remember dem crits? :D) and attack speed to both you and your allies.

Brawler's Beat Stick - This is great if the other team has a lot of life steal or regeneration, but I don't really see a reason to get it just for the stats.

Frostbound Hammer - For if you need to kite/chase harder. This also makes you slightly tankier.

Golden Bow - I've had a bad experience with splash items from League of Legends, as the radius was pitifully small. I also don't think the splash range from this is big enough to warrant buying it, as in my experience Gods will be kind of spread out too far. In the jungle however...

Qin's Blades - This is a good item :P With the high amount of Attack Speed, you're able to destroy even tanks with this item.

Voidblade - Um. At first, this seems like a good choice, but as a squishy ranged God, you don't want to be in the middle of the other team.

End Game (Defense Items)



magi's blessing witch stone

magi's blessing - Block a spell, save your life. But seriously, you should be staying clear or kiting out of a normal spell range, and this can block that one spell that can ruin your game.

Hide of the Nemean Lion - You shouldn't be trying to get hit to do damage, but this is good psychologically as people don't want to hit something that reflects damage back to them.

Midgardian Mail - Self-peel in an item. They hit you, they get slowed, you can run away.

witch stone - See Voidblade, but hybrid Damage/Defense items are always good options.

Abilities



sprint

I recommend Girdle of Might for damage and sprint for kiting/escaping. Purification Beads are also AMAZING, you become immune to CC while dealing tons of damage and life stealing your health lost for two seconds. Just remember to USE EM ^_^

Laning

Pre-5



At level 1, quickly buy your Warrior Tabi and run to lane and set up traps. If you are worried about getting ganked, place them in the jungle. If not, place them near the middle of the lane, closer to where you predict the other laner will stay closest to (near their ranged minions for ranged gods, near the middle for melee gods).

Artemis is incredibly fragile at this point, so you should do your best to not be aggressive or take unnecessary risks. It takes PRACTICE to know when you can go in and secure a kill, and when you can't. Pop a Healing Potion if and when you need to.

Do your best to last hit minions to gain the maximum amount of gold possible.

After you hit level 3, start harassing with Suppress The Insolent. The best way of telling people not to jump you is to make sure they know that if they DO decide to fight, they will die. However, DON'T spend all your mana on it, keep a balance between harassing and conserving mana.

If you see an enemy coming to gank through a transgressors fateTrap, back up immediately so you don't die to them.

Lastly, always remember to counterharass. If Sun Wukong jumps at you and starts backing off, shoot at him to damage him on his way back to safety. This will, most of the time, put you ahead in trades.

Post-5



At this point, I start playing more aggressively because I have Calydonian Boar as either an escape or CC to kill someone. If you see an enemy god in range of your stun and he's ~50-60% health, feel free to position yourself properly, and 4 > 3 > 2 him. The early burst from your boar and Suppress The Insolent is high enough that you can finish them off with basic attacks easily, even more so with a laning partner.

Remember to keep putting down traps if you have to, vision is OP.

Additionally, you can go gank. Calydonian Boar is AMAZING for ganks, as the range is large enough to cover an entire lane, and running up from behind someone almost always means instant death if your team is paying any attention.

At this point, keep your farm up, buy stuff, roam, jungle, etc.

Mid Game

It is possible to solo the Fire Giant and Golden Harpie as Artemis.

Once you have your devourer's gloves, Deathbringer, and Fatalis, feel free to walk up to the Golden Harpie, activate Vengeful Assault, and kill it. Of course, make sure it isn't warded or anything. The last thing you want to happen is getting ganked by 5 gods from the other team just as you're about to kill the Harpie >_>

The Fire Giant takes a bit more effort and farm, but it's definitely possible. Preferably you should have a teammate help as it does do a lot of damage, but if you have 5 items or so it can be solo'd easily just by left-clicking and pressing 2.

Team Fights

Stay in the back, spam Suppress The Insolent, use Vengeful Assault to kill gods faster, left click to win. If enemy gods are jumping on you, kite them. Run backwards while shooting at them.

As a squishy source of high damage, you have no priority target in a fight, stay as far away from the action as possible and shoot at the closest target. I cannot stress this enough. No matter what you hit, you will deal massive amounts of damage, and taking down targets one at a time is what Artemis does best. That being said, it doesn't matter who you hit, as long as you don't position poorly and die, you will win the fight (in normal cases).

transgressors fate is nearly useless in a fight, unless you know how to preemptively set them up so that enemy gods get caught inside them mid fight. But you'd almost never want to be that close.

Calydonian Boar can be used to initiate fights too, not a lot of gods can survive 5 other gods on him/her for two whole seconds. If you don't use it to initiate, use it to peel for yourself. Peeling for yourself means if someone jumps at you, fire your boar to stun them so you can gain distance.

Summary

Artemis is a strong ranged carry that has the capability to hypercarry a game by herself if you know how to position properly. Hopefully, this guide has taught you how to do just that <3

Kthxbai~

~tehAsian

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League of Legends Build Guide Author tehAsian
Artemis - Ranged Carry
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