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Table of Content:
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Certified Season4 Top-Guide
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This
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
Description: Passive / Self / Buff ![]() ![]() ![]()
Because of this passive, ![]() |
Description: Active / Enemy / CC (root + cripple) / Damage ![]() ![]() Aside from being ![]() ![]()
This ability provides a decent amount of CC. However, the limitation of having maximum 3 traps up at a given time, the low damage, and the easy counter make this ability relatively weak and useless in most scenarios. If an enemy does walk in, however, they make for a nice and easy target for basic attacks, stacking your passive, and/or other abilities. Be careful when placing this trap, as enemies who trigger it and take damage from it, will turn minion aggro** on you, regardless of where the trap was set off. This ability's main usage is only the root. The damage is too low to justify leveling this ability early. Because of this, this ability will be leveled last. Usage: How and when.
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Description: Active / Self / Buff ![]() ![]() ![]()
With this ability, you can allow yourself to chase/escape easier due to the movement speed, and deal high damage in a short time frame due to the high attack speed buff. As this is ![]() ![]() Usage: How and when.
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Description: Active / Enemy / CC (slow) / Damage ![]() ![]()
This ability is what you'll be using constantly. It is fairly costly for ![]() ![]() ![]() Usage: How and when.
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Description: Active (Ultimate) / Enemy / CC (stun) / Damage / CC immunity ![]() ![]() ![]()
The stun is great for setting up kills for yourself or teammates. Since the boar acts as a pet, it can be used as mobile cover, aid in battle, etc.... There's a wide variety of ways to use this ability. As this is an ultimate, you cannot level it whenever. It is a very powerful tool, and since each level increases its decent damage and stun duration, it's very important to level this ability. Therefore, you should level this ability whenever it's available. Usage: How and when.
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Combo: Transgressor's fate + Basic attacks This combo is pretty straightforward. Simply cast and drop ![]() Estimated difficulty rating: MEDIUM. Reasoning: This combo is flagged medium not because it's hard to pull off, but requires some luck to be on your side. This combo cannot be executed as long as the enemy does not run into your trap, or you're to far out of range when the trap is triggered.
Combo: Transgressor's fate + Basic attacks & Vengeful Assault This combo is very identical to the first one, except that this time you will be combining ![]() ![]() ![]() Estimated difficulty rating: MEDIUM. Reasoning: This combo is flagged medium not because it's hard to pull off, but requires some luck to be on your side. This combo cannot be executed as long as the enemy does not run into your trap, or you're to far out of range when the trap is triggered.
Combo: Transgressor's fate + Basic attacks (& Vengeful Assault) + Suppress the Insolent (+ Basic attacks) Expanding on previous combo(s), this combo is almost identical to the previous ones, but uses ![]() ![]() Estimated difficulty rating: MEDIUM. Reasoning: This combo is flagged medium not because it's hard to pull off, but requires some luck to be on your side. This combo cannot be executed as long as the enemy does not run into your trap, or you're to far out of range when the trap is triggered.
Combo: Calydonian Boar + Any above combo The title should explain this pretty well. Simply start by using ![]() ![]() Estimated difficulty rating: EASY. Reasoning: This combo is flagged easy instead of medium. This is because once the enemy is stunned and immobilized it should not be hard to pull of any of the other combo's after it.
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The Words (*)
*CC: Or Crowd Control, is your ability to, simply said, control a crowd. This would mean having the ability to force something/somebody or mutliple objects/people into doing something as you demand it. **Aggro: Aggressiveness. "To pull Aggro": Making something/somebody aggressive towards you. ***Poke: To touch something/somebody gently. Usually done to cause a reaction. Mostly doesn't have any permanent/lethal consequences. In the context of SMITE this would be damaging enemies from a safe distance to force them to retreat. *Vicinity: An area, an area around a certain location. "Your vicinity": the area around you. *Zone / zoning: To zone something/somebody is to force them to take a certain path or to got to a certain area. A zone is a named area (e.g. "jungle" zone). **Gank: Similar to "flanking". To attack an (unsuspecting) enemy from the side or back. ***Split-push: To push (an objective) from different angles, forcing potential enemies/defenders to split their defenses. |
// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
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If you're going with critical hits,
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Ah, the famous
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If
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For all your penetration needs,
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I can already hear your cries: "Why
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![]() ![]() ![]() ![]() ![]() ![]() ![]() Warning: Do NOT combine with ![]() ![]() | |
![]() ![]() ![]() doesn't offer power though, so it's only advised in combination with high-power items. | |
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![]() ![]() ![]() You would also buy ![]() ![]() ![]() | |
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![]() Sporting a whopping 40% attack speed, this item will boost your arrow-rate by a ton. Additionally, it has a lightning chaining effect that activates on every fourth basic attack. This lightning hits your target and 4 nearby enemies for 30 damage, +50% of your physical power. A good fit in lots of builds, but be careful not to exceed the attack speed cap by too much. | |
![]() ![]() increasing your critical hit chance with each kill you gain. For every kill you get, ![]() will get a stack, increasing your critical strike chance by 1% each stack. At 5 stacks, the item evolves, getting another 10% critical strike chance. This will total out on 35% critical strike chance, which makes it a very good opportunity to pass up on. The item fits really well in ADC builds, since their primary goal is to get kills. |
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Magi's Blessing
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While Magi's Blessing is very weak, it has one major benefit. This being that it has a sort of
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Great amount of protections, mana, mana regeneration and CDR.
![]() Warning: As a hunter, you should only buy a single-type protection item if you face a full team of that type (e.g. 5 Physical). Defense items already cut into your total damage, which is bad for a hunter, and by getting a single-type protection item you only cover one type of protection and would need to buy a second item for the other, decreasing your damage even more. If the enemy team is balanced (3-2 or 4-1), consider buying a multi-protection defense item instead. | |
![]() ![]() Warning: As a hunter, you should only buy a single-type protection item if you face a full team of that type (e.g. 5 Physical). Defense items already cut into your total damage, which is bad for a hunter, and by getting a single-type protection item you only cover one type of protection and would need to buy a second item for the other, decreasing your damage even more. If the enemy team is balanced (3-2 or 4-1), consider buying a multi-protection defense item instead. |
![]() ![]() Should you be in need of wards (e.g. high enemy jungler activity near your lane), then you should buy these. If the enemy jungler, or nobody on the enemy team for that matter, makes for any danger of sudden ganks, there is no immediate need to buy these and would be better off buying potions for sustain. ![]() ![]() |
![]() ![]() ![]() You do, however, have the added bonus of being capable to find enemy wards with this. If you see an enemy ward being placed (upon enemy ward placement, if you're looking at it you can see the ward appear for a split second), use the ![]() |
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This is the formerly called "Sprint". It gives a 40% increased movement speed to you and allies near you. This is a good option to attempt escapes, but is most effective when combined with ![]() ![]() ![]() ![]() ![]() |
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
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Against
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+ Has no escape, which will make it very easy to shut him down. + Has no CC immunity in his kit. Good for applying ![]() ![]() - His decent early game can prove challenging. - Has buffs: Attack speed, movement speed and Hp5. Will allow him to stay in lane longer. - Can potentially regain his ultimate in a mere 12 seconds. - ![]() ![]() ![]() | |||||
Status:
Against: Medium |
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Against
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+ Not much hard CC to keep you locked down. + Stun from ![]() - Can easily counter ![]() ![]() ![]() ![]() - Better wave clear than you. - Has an escape and chase tool with ![]() - ![]() ![]() ![]() - His ultimate can go through walls. | |||||
Status:
Against: Hard |
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Against
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+ His escape, ![]() ![]() + His ultimate has a long windup and is easy to avoid. + One of his hard CC requires him to burn his escape. The other requires him to come close. - His ultimate counters your ![]() - Has some hard CC in his kit. - Has an escape ability. - Has better waveclear than you. | |||||
Status:
Against: Medium |
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Against
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Equal playing field. Outcome will depend on player skill and other random factors, such as the support provided to each and every one of you, jungler activity, rotations, etc... | |||||
Status:
Against: Determined by player skill and utterly random factors (support / jungler ?) |
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Against
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+ Low amount of CC. + Escape can be countered with hard CC. - Can cleanse CC (including ![]() ![]() - Ultimate provides CC-immunity and can potentially "resurrect" him. - Has an escape. - Good wave clear. | |||||
Status:
Against: Hard |
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Against
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+ ![]() ![]() + Low amounts of CC, one being situational ( ![]() + Wave clear is limited. ( ![]() +Escape can be countered with ![]() ![]() - Has an escape ability. - Has a healing ability. | |||||
Status:
Against: Easy |
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Against
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+ His CC is easy to read and/or avoid, as he'll have to put his ![]() + His ![]() + His escape is short-ranged and easy to read. + ![]() ![]() ![]() - Has an escape move, ![]() - ![]() ![]() - ![]() - His ultimate, ![]() - The large radius of his ultimate, ![]() - He can easily dodge your ![]() ![]() | |||||
Status:
Against: Hard |
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Against
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+ Her basic attacks are easy to avoid on their way back, causing them to only do half the damage, unless she has ![]() + Her escape, ![]() + Her ultimate, ![]() unless you're caught off-guard with it, is easy to avoid. + She has no way to counter your ![]() ![]() - Her unique basic attacks and her 2, ![]() give her better wave clear than you. - ![]() ![]() ![]() - Has ![]() | |||||
Status:
Against: Easy |
// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
Early game summary
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Farming: Yes
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Objectives: Limited
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Rotations: No
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Jungling: Limited
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Level: 1-9
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Mid game summary
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Farming: Yes
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Objectives: Limited
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Rotations: Limited
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Jungling: Limited
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Level: 10-15
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Late game summary
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Farming: Yes & No
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Objectives: Yes
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Rotations: Yes
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Jungling: Yes
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Level: 16-20+
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
Stats
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Offensive
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Defensive
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Other
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Note: Numbers in parentheses are the amount gained at each level.
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// Pros & Cons \\ // Ability Description \\ // Combos \\ // Builds & Items \\ // Matchups \\
// Gameplay - Early, Mid, Late \\ // Summary \\ // Lore, Base stats, Changelog \\ |
Also, thanks for giving a critique on my guide, I"ll be implementing those changes shortly since I have time now.
However, on my PC, it looks like this:
@Branmuffin17, @Bernardozomer: Thank you for your input in regards to bringing this to my attention.
2. You're welcome. Looking forward to seeing your changes.
Is this inconsistency a BB-Code or SF problem?
So is
Artemis your main bae?Wow... so this is what a master BB coder's guide looks like. Impressive.
So is
Artemis your main bae?Of course it is. Everyone at least must have one to keep them at least sane in this insane game and world.
*EDIT*: I usually don't call them main bae most of the time now. I call them waifu now.
Yes, this is what a good BB-coder's guide looks like. I don't want to claim this master title because, well, you never know.
Also think the item adjustments overall are solid. Still not fully convinced with
Curious on your experience and feel of getting
Overall I'd say these items are interchangeable, and it mostly comes down to what you feel is most comfortable for you. If you prefer the early attack speed while sacrificing critical chance, you should get Exe, or if the attack speed doesn't bother you that much and you'd like some critical chance for some heavy hitters early on, Rage is your item of choice.
Personally, I usually take Rage third, as at this stage in the game, provided you don't get yourself in a bad position, enemies won't be able to kill you within seconds, allowing you to get out a good amount of hits regardless of attack speed, all the while the critical hits do large amounts of damage and can help you secure some early kills.
And of course, if they're a bit too tanky early on, Exe third.
PS: Glad you like the visual changes. Took a while getting the design to look good, and transfer all the information to their rightful places, and just typing the code in general. Also took some trying to get those quicktags ready (if you didn't know, the "Ability Description" and "Ability uses" is clickable. Primarily for lazy people.)
I finally updated this guide! Queue the party music!
I have a really great guide that a lot of users seem to use for reference, yet I've been procrastinating like a bear would be while he's hibernating. Do bears do that? I don't know, I'm not an animalologist. Yes, I just made that word up too.
Anyway, I'm a horrible human being for not updating this guide in so long, but I finally did it anyway. Yup-Yup!
Been thinking about Art lately myself. What do you think of, for a more traditional build,
Of course, with
Reason for this:
Anyway, thoughts?
[*]I was going back and forth between a Shuriken tree item and
I personally like going with
But if you haven't played with
I understand Warrior early for laning, but late, Ninja is usually just a bit better on overall DPS (as long as you're not blasting past the AS cap).
Anyway...try
I am working on updating the guide to represent the latest changes, but I'm also doing a visual overhaul of the guide, the abilities chapter mainly, which slurps up quite some time.
I personally never use
Edit: One thing I would change is getting
+1 from me.
Though the build went something like: Dt, boots1/ichaival1 into boots, ichaival, rage fatalis exe bf and the db?
1) Its never a good idea to mix qins with crit. Qins passive doesnt apply meaning you lose dps than if you went two crit items.
2) Artemis overcaps attack speed easily. This means you should go warrior boots 100% of the time.
3) Artemis is not ability based, no need for trans. Ich and devos is the same dps as trans asi, but with better lifesteal and a cheaper price.
4)exe > titans on adcs, even skadi.
5)As far as replacement/situational items, you should never build trans, malice, poison star, crusher, titans, or hydras on artemis. Frostbound is also pretty unnecessary outside of duel.
Also I can see the magis for survivability, but understand that a hunter with defense turns them into really bad warriors. Hunters should rely on their tanks for protection and build full dps. That is mathematically the best way to win games rather than splitting dps, because of hunters exponential damage curve. A loss of a single dps item SIGNIFICANTLY reduces their overall damage output.
6) Sprint sucks this season, you should almost always go beads/aegis.
7) Also rushing asi is just weak dps. Devos does more damage, has better lifesteal, and doesnt overcap with her 2. Id say drop the hydras and asi and grab ich devos instead.
(And)
With regard to that
I touched upon a bunch of other stuff you mention in my comments...which I know are too long.
FYI, if I'm playing something like Joust, I do sometimes like to go