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Artemis S4 Guide: The new hunting season! (S4 / Update: 4.19)

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Smite God: Artemis

Build Guide Discussion (59) More Guides
ADC/Carry build (All modes, except Assault)
ADC/Carry build (All modes, except Assault) Assault build (ADC role, Assault only) User-submitted builds (!)

Purchase Order

Full example build

Build Item Ninja Tabi Ninja Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Rage Rage
Build Item The Executioner The Executioner
Build Item Deathbringer Deathbringer
Build Item Hydra's Lament Hydra's Lament

Starting gear

Build Item Death's Toll Death's Toll
Build Item Boots Boots
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion


Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Heavenly Wings Heavenly Wings
Build Item Phantom Veil Phantom Veil

Situational items

Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Spirit Robe Spirit Robe
Build Item Magi's Cloak Magi's Cloak
Build Item Winged Blade Winged Blade
Build Item Toxic Blade Toxic Blade

Replacement items (Situational)

Build Item Bloodforge Bloodforge
Build Item Wind Demon Wind Demon
Build Item Warrior Tabi Warrior Tabi
Build Item Odysseus' Bow Odysseus' Bow
Build Item The Crusher The Crusher
Build Item Poisoned Star Poisoned Star
Build Item Transcendence Transcendence
Build Item Asi Asi
Build Item Titan's Bane Titan's Bane
Build Item Qin's Sais Qin's Sais


Build Item Ward Ward
Build Item Sentry Ward Sentry Ward
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Transcendence build

Build Item Ninja Tabi Ninja Tabi
Build Item Transcendence Transcendence
Build Item Asi Asi
Build Item Qin's Sais Qin's Sais
Build Item Deathbringer Deathbringer
Build Item Titan's Bane Titan's Bane

Core items (pretty much)

Build Item Ninja Tabi Ninja Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Deathbringer Deathbringer

Artemis's Skill Order

Transgressor's Fate

Transgressor's Fate

1 X
3 15 16 18 19
Vengeful Assault

Vengeful Assault

2 A
2 8 11 12 14
Suppress The Insolent

Suppress The Insolent

3 B
1 4 6 7 10
Calydonian Boar

Calydonian Boar

4 Y
5 9 13 17 20



Chapter Summary: Introduction, Table of Content, Awards.

Hello ladies and gentlemen, and welcome to my Artemis guide for S4. As some of you may know, I used to already have an Artemis guide up before, but decided to create an entirely new one, but with all the knowledge about SMITE and BB-coding that I've learned over the past few months included in it. I thought creating an entire new guide would be much easier and evident than adjusting/updating the previous one.

With that out of the way, here's a quick overview of what you can expect to find in this guide:
Table of Content:
1. Pros & Cons:
  • Also known as Strenghts & Weaknesses, you'll read all about what Artemis is good at, and what she lacks.

2. Abilities:
  • Ability description, ability leveling sequence, and how/when to use your abilities will be described here.

3. Items & builds:
  • The items you should build and in what order, item description, situational items and counterbuilds will be described here.

4. Matchups & synergies:
  • How to deal with enemy gods and what gods Artemis works well with, will be described here.

5. Gameplay information, tips & tricks:
  • How to behave as Artemis during games and different phases in said games, and (useful) tips you may not have known before, will be described here.

6. Summary:
  • A quick summary of all the information described throughout the guide.

Additional information:
1. Lore:
  • For those interested only.

2. Changelog:
  • For quick and easy reference of the latest updates to the guide, or those that are interested in following the progression line the guide has been through.

Certified Season4 Top-Guide

This Artemis guide, "Artemis S4 Guide: The new hunting season!", was chosen as top guide for SmiteFire's very own Season 4 guide contest, taking the #1 spot in the hunter category guides. A huge thank you from me to everyone who has supported this guide from the start!

Pros / Cons

Pros & Cons

Chapter Summary: Pros|Cons

........... Pros ...........

  • High damage potential
  • High attack speed
  • Very strong late game
  • Very strong ultimate ability
.......... Cons ..........

  • No escape ability
  • Squishy, very susceptible to ganks
  • Weak clear
  • Very weak early game

+ Artemis has very high, if not the highest, damage potential. This potential will only come to light later in the game, however.

+ Artemishas arguably the strongest attack speed steroid of all hunters, due to Vengeful Assault. It not only provides a huge 80% boost at max level, but lasts for 5 seconds, which is more than enough time to erase most enemies.

+ Due to the very high attack speed, and Artemis passive Still Target, she has one of the strongest late games of all hunters. Hence why many players suggest attempting to shut down an Artemis early in the game.

+ Artemis ultimate ability, Calydonian Boar, has great teamfight utility, and a fair amount of damage. Therefore, it's one of the most effective ultimate abilities in the game.

- Artemis has no escape ability, such as a dash or leap, and therefore lacks a lot of mobility*. Being focused, ganked or CC'd therefore poses a large risk to Artemis.

- Due to the inherent squishy** nature of hunters, Artemis herself is also very squishy. This increases the danger of focus, ganks or CC even more.

- Despite Artemis high attack speed and high damage potential, she has one of the weakest clears*** among all hunters. To put this in perspective, her clearing ability ( Suppress The Insolent) can just about kill the back archers of a minion wave instantly at max rank. (Note: this is prone to the build you're using, as well.)

- As mentioned, Artemis's power only shows later in the game. Because of her late game power, she is balanced out due to a very weak early game. Her early clear is very weak, her power is very limited and so is her CC and mobility.

*Mobility: The ability to move around an area, dictated in how far one can travel in a given timeframe.
**Squishy: Weak, soft. Not being able to sustain much from special conditions. (Damage, for example)
***Clear: The ability to clear an area. The faster one can clear an area, the better his/her clear potential.

Did you know?
Artemis received a base power buff. Due to this, her clearing ability Suppress The Insolent can just about clear the back archers of a minion wave. Before this buff, her clearing ability could not kill them immediately, which made her clear the worst among all hunters.


Skills / Abilities

Chapter Summary: Ability description, How-To, "Combos"

The key to learning any god is knowing what each ability actually does and knowing where the effectiveness of this ability comes into play. You won't be taking the stage by attempting to hit air with your waveclear ability. This chapter is devoted to explaining exactly that. Additionally, this chapter will also describe some possible combos that can be performed with Artemis' abilities.

Still Target

Ability uses

Description: Passive / Self / Buff

Still Target is Artemis's passive. It is automatically active at any given time, and applies a buff to Artemis herself.
  • Increased critical hit chance per successful basic attack hit.
  • Increment of 5%/stack.
  • Max 3 stacks. (15% Total)
  • Duration stack(s): 4s
  • Applies to: self

Because of this passive, Artemis is given the opportunity to score critical hits without any critical hit items, and her chances of gaining critical hits will always be higher than any other god with equal critical hit items. This increases potential damage output at all times.

Transgressor's Fate

Description: Active / Enemy / CC (root + cripple) / Damage

Artemis' first ability is Transgressor's Fate. This ability provides a root and cripple (CC)* and damage. When activating this ability, it is placed in the form of a "trap" on the ground. Do note that this ability does not affect minions.
Aside from being Artemis' main CC tool, it's a very good combo ability. It can be effectively used in a combo with Calydonian Boar as well as other forms of (hard) CC, provided by other gods.
  • Roots, cripples and damages enemies who trigger the trap.
  • Damage: 25/40/55/70/85 base, + 30% of your Physical Power.
  • CC duration: 2s
  • Cost to cast: 45 mana
  • Cooldown: 18/16/14/12/10s base
  • Applies to: Enemies

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.

How to use:

Enemies don't like to be trapped. By placing this on the ground, you can zone* an enemy and force them to change their path. You could for example place this at the entrance of a jungle path to force enemies to walk around, use an ability to get over the traps, or trigger the trap before being able to pass.

Closing distance
A trapped enemy is an easy target. If the enemy got trapped in a trap you placed a while ago, you might even be able to trap them twice. If your enemy is trapped, take advantage and close the gap between you and him to attack him while he's immobilized!

Creating distance
Instead of closing the distance, you can also create some distance. While the enemy is trapped, if they don't have any CC immunity available they can't move, giving you some time to create distance between you and your enemy.

Saving or helping teammates
You cannot only close or create the distance for yourself. You can also do so for your teammates. This can help teammates escape or get a kill in some circumstances.

Detecting enemies from anywhere
This is a bit luck-based, but if you place a trap anywhere on the map and an enemy walks in, you'll be able to see the damage numbers pop up from anywhere on the map and be able to tell where the enemy is located. Very useful to avoid ganks** or warn teammates.

Another hint is by looking at Artemis as a character. If you're not in combat and Artemis suddenly goes into combat stance (bow straight, looking ready to fire), an enemy has most likely run into a trap of yours. Use this cue to look around and detect where the enemy is at!

When to use:

While running away
Whenever you're running away to escape an enemy. What a time to be alive! Simply place that trap of yours right under your feet and if the enemy isn't cautious enough they'll walk right into it!

During combat
When you're fighting an enemy, they won't just simply stand still. You can change that. Observe the enemy's movement and place a trap accordingly. The enemy, to busy attacking you, will walk right into it, making him an easy target for you.

When laning/farming
While you're laning/farming, it's a good time to place some traps around. Unsuspecting enemies may just walk straight into them. Also placing them in strategic positions (read above, "how to") should be done during this time.

Before recalling
While more useful in cropped up areas, such as Arena, this can be done in any gamemode, except Assault. When you want to recall, drop a trap before you do so. This isn't necessary if you already have 3 traps placed, however. When you're recalled, your trap can do all sorts of magical things. You may get a lucky kill or save a teammate with this trap without you realizing it!

Vengeful Assault

Description: Active / Self / Buff

Artemis' second ability is Vengeful Assault. This is the ability that helps Artemis a lot in the battlefield, due to the buffs it provides. When pressing this skill key, it is automatically activated for a short duration, applying the buffs immediately.
  • Grants you an attack speed and movement speed increasing buff.
  • Attack speed increase: 40/50/60/70/80%
  • Movement speed increase: 20%
  • Buff duration: 3/3.5/4/4.5/5s
  • Cost to cast: 60/65/70/75/80 mana
  • Cooldown: 18/17/16/15/14s base
  • Applies to: self

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 Artemis' main boxing tool, by it being a great buff ability, it is high on the leveling list. However, since Artemis is fairly weak during the early game, and you should only start fighting enemy gods later in the game, you should not level this ability first, but prioritize it second.

Usage: How and when.

How to use:

Closing and creating distance
The speed boost that this ability provides will help you cover some distance a bit faster. This allows you to use it as a chase/"escape" tool. You won't win a marathon with it, but it's something.

Rapidly eliminate enemies
This ability is what makes Artemis so special: the insane attack speed. With this ability, you can near instantly erase an enemy who's a bit low on protections, granted you can land the shots.

Increased objective takedown
retty straightforward: more attack speed equals more attacks in a given time frame equals more damage in said time frame. This will help dealing more damage overall to objectives.

When to use:

While farming
Use this while clearing camps/minion waves to eliminate them faster. This reduces the risk of enemies swooping them from under your noses, and you'll have some extra time to do other things.

While fighting
Using this in a fight will allow you to eliminate your enemies faster, doing so before they eliminate you. That is, if you can hit your target.

While walking
Plain and simple. When you're walking towards any objective of yours, using this ability will allow you to reach the destination faster.

When attacking objectives
Vengeful Assault will help to take down objectives faster, so whenever you're putting some shots into a tower or phoenix, activate this ability if you can.

It is advised that, if you know that the enemy is on their way to you, that you save Vengeful Assault as a means of escape rather than burning it on the tower, unless you're certain you can destroy the tower with Vengeful Assault active.

Suppress the Insolent

Description: Active / Enemy / CC (slow) / Damage

Suppress The Insolent is Artemis' main ability. You'll be using this ability throughout the entire game. It is your clearing ability as well as poking*** ability. It does damage, and CC's the enemy in the form of a slow.
  • Damages and slows enemies. Also applies to minions.
  • Damage: 80/130/180/230/280 base, +40 of your Physical power
  • Slow: 25%
  • Slow duration: 2s
  • Cooldown: 10s base
  • Cost to cast: 70/75/80/85/90 mana

This ability is what you'll be using constantly. It is fairly costly for Artemis' low base mana pool in that regard, increasing the need for mana items. Its low damage also make it a relatively "bad" idea to count solely on your abilities as Artemis, though it's not impossible.

Artemis' main clear and poking ability. This has the greatest importance in your kit during general play, especially the early game, when you should take it safe and slow. By these rules, you should give this ability the highest priority and level it first.

Usage: How and when.

How to use:

Wave and camp clearing
Use this ability as your main wave clearing ability. Prioritize the archers of a minion wave. Hit any other targets with this ability as well, if possible. Can also be used to clear camps faster, just make sure to try and hit every camp enemy with this ability for the quickest takedown!

Poking the enemy.
Poke your enemy with this. It'll do a bit more than tickling though, it'll do actual damage. Damage that will hopefully force your enemy out of lane eventually. When your enemy is gone, that buys you some time to farm or do other things.

Slow down enemies, chase or escape potential
You can use Suppress The Insolent to slow down your enemy. This can help in both escape and chase scenarios, as the enemy will be slowed unless they have something to remove the slow.

A bit far-fetched, but you can actually use this ability for zoning out an enemy. Nobody likes to take damage, so using this ability can force an enemy to back off for a bit. Most usable in small pathways, such as the jungle paths. You can use this zoning advantage for all sorts of purposes, be it to separate an enemy from the pack, or making it a bit safer for yourself, there's a lot to be done with this, potentially.

Note: Don't rely on this to much for zoning potential. While it does work, some enemies may just prefer to take a hit and get to you, rather than moving out of the way and giving you some time to regain your footing.

When to use:

While laning/jungling
This ability should be used both during the laning phase as well as when you're jungling. Primarily used for clear, but can also be used for poke/zoning.

While chasing/escaping
The slow from this ability can help in both situations. Especially effective when combined with the speed boost from Vengeful Assault.

During combat
You should always use this ability while in combat, at any time is it up. When the ability gets off of Cooldown during combat, immediately cast it on your enemy.

Calydonian Boar

Description: Active (Ultimate) / Enemy / CC (stun) / Damage / CC immunity

Calydonian Boar deserves a spot as one of the best Ultimate abilities in the game. The utility this ability provide is insane, for an already fairly powerful hunter as Artemis. This ability has the highest damage from all abilities available to Artemis, but on top of that also stuns all the enemies it hits. Because of this, its usable in a variety of ways.
  • Damages and stuns enemies, while granting Artemis CC immunity.
  • Damage: 150/225/300/375/450 base, + 100% of your Physical power.
  • Stun duration: 1/1.1/1.2/1.3/1.4/1.5s
  • Boar lifetime: 6s
  • Cooldown: 90s base
  • Cost to cast: 80/90/100/110/120 mana

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.

How to use:

Powerful CC tool
Enemy being a bit to much of a slippery snake, like the dreaded Medusa? No problem, for you have your trustworthy Calydonian Boar. Use this ability to stun your opponent and get some easy shots in.

Extended range
Calydonian Boar does damage. If an enemy is just out of range, but there's another enemy between you and the enemy that's out of range, using Calydonian Boar and letting him "chain" his dash may just end up having the enemy that's out of range get hit. Useful for securing kills of enemies who are just out of your range in such a scenario.

Escape / Chase tool
Pretty straight forward. The stun that this ability provides will allow you to catch up to or escape from enemies.

Note: This tool is way more reliable as an escape tool than a chase tool. While it is possible to use as a chase tool, it's a bit finicky. This is primarily due to the casting time of the ability. While chasing an enemy and casting Calydonian Boar, by the time the boar is actually able to move, the enemy may've already moved out of range, especially when they hear you cast it.

CC immunity tool
Ymir chasing you? 100% certain he'll freeze you when he gets to close? Enemy team waiting to annihilate you as soon as he does? No problem, for Calydonian Boar gives you a short CC-immunity effect. While not advised to spend such a powerful ult on this, it may just save your life, which is in any case better than death.

Split-Push Pro : Tower tanking
Admittedly you'll hardly ever see this done, but it is a possibility: Using Calydonian Boar to tank a few tower shots so you can safely (split-)push*** it. However, it's advised against it to use a powerful ultimate for such goals.

When to use:

Combat and/or teamfights
Use this ability during teamfights, or a 1 on 1 battle. The stuns will give you an incredible advantage, that even your team will probably profit highly from. Can also save your life should you get focused by 5 people, as this ultimate can stun all of them. And for the fans: the penta-kill potential with this ability is incredible.

During chases/escapes
Using this during a chase or escape is a viable strategy, as the stun allows you to catch up or run away much more easily.

Ability combos

Combo: Transgressor's fate + Basic attacks

This combo is pretty straightforward. Simply cast and drop Transgressor's Fate anywhere in your vicinity*. Once an enemy triggers the trap, proceed to engage the target with basic attacks while the target cannot move. This will not only allow you to do more and easy damage, it will also stack your passive, increasing your critical hit chance and increasing your damage output even more.

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 Vengeful Assault with your basic attacks. Start the combo process as is described in the first combo by placing Transgressor's Fate anywhere in your vicinity. When an enemy triggers the trap and becomes rooted, activate Vengeful Assault and use basic attacks. The result will be identical to the first come, except that you'll attack faster and have more overall damage.

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 Suppress The Insolent as well, to increase the damage even more at the end of the combo. Also, due to the slow Suppress The Insolent provides, you can then engage with basic attacks even more for the time being, as the slow will make hitting them easier.

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 Calydonian Boar. Approach your enemy, and drop Transgressor's Fate directly underneath them while they're stunned. From here, just continue the combo with one of the aforementioned ones.

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.

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.

Did you know?
That Artemis' passive gives her a 15% critical hit chance potential? Thus, she can reach almost the same critical hit potential with only 1 critical hit item, that other gods would have to buy 2 critical hit items for. This leaves an extra build slot open for other, more useful items, and ultimately giving Artemis a boost over other gods in this field.

Builds & Individual items

Builds & Items

Chapter Summary: Builds, Items, User-Submitted builds

Artemis belongs to the hunter class. This class' nature is all about having the highest possible damage output. Defense items are rarely seen on this class, though they are sometimes bought in certain scenarios. Most builds for this class are pre-defined, as the hunter class and hunter gods work in ways that hardly allow room for much variation.

Note: Following builds are examples/suggestions. Therefore they should be treated as such. You're not obliged to follow them to the slightest detail. Experimenting is, in fact, strongly encouraged. It'd also be greatly appreciated if you could share your changes and experience with certain builds with the community, as it can only help us all.

Build examples

Build #1 - Primary ADC build

Build #2 - Transcendence build

Build #3 - Recommended Assault build

Individual items

Core items (Exception: Assault)

Death's Toll is a starter item. As such, its benefits are only really useful at the start of the game. I choose Death's Toll as a starter item because of the sustain it provides. Death's Toll's S4 buff makes it a more viable starting option, which is why it is a starter item for every build. (Exception: Assault. Build straight into Bloodforge.) You sell this item in the late game, when you get 5 other items, to make room for another, 6th item.
Ninja Tabi is just the type of shoes that complement Artemis' playstyle. While she would still benefit a lot from Warrior Tabi, Ninja Tabi takes the cake here for various reasons. The main reason is that Ninja Tabi is typically the basic attacker's shoe(s), it increases attack speed while also still providing some decent power. Due to a buff in S3, it now also provides extra mana, which is something that Artemis doesn't say no to, especially in the early game.
Devourer's Gauntlet is a very strong lifesteal item. The power it provides needs to be stacked in order to reach full potential, which is why you should buy it early. The power and good amount of lifesteal will help you sustain in lane, and combined with Death's Toll will make you capable of staying in lane for a large amount of minion waves, thus increasing your farming potential.
If you're going with critical hits, Deathbringer is a staple in your build. You should never build critical without this item, unless you're doing a "fun build" of course. Since Artemis already has a passive critical hit chance, it'd be a shame to let this go to waste and not build after it. So, Deathbringer is your must-have item. Once you get this item, you will see an incredible increase in damage output, especially on critical hits.

Situational / Non-core items - Offensive

Ah, the famous Qin's Sais. This item is one that complement high attack speed gods/builds, or those who have a short progression chain ( Kali, for example). Since Artemis has an insane attack speed steroid, it being 80%, this item will still show a lot of benefit when built with her. For the most part, it's a pretty standard item, providing some power and attack speed. However, there's the passive, and that is what makes Qin's Sais, Qin's Sais. The passive makes you deal a set percentage of your enemies' health points, regardless of protections. If you're facing enemy gods who still seem to be a tower of indestructible force even though you've bought a penetration item, pick Qin's Sais up.
If Death's Toll is not enough mana sustain, even with the S4 buff, for you, then you can always go back to the S3 roots and pick up Transcendence. It still provides a really good power spike, especially during the early game, and will solve all the mana issues you could possibly have while playing Artemis. If you do decide to purchase this, however, I recommend buying it as your second item so you can get those stacks up as fast as possible.
For all your penetration needs, Titan's Bane is a very valuable item. It'll apply penetration not only to your basic attacks, but also to your abilities. This will also allow your critical hits to be more effective. A must-have item.
Warning: Do NOT combine with The Executioner. Due to the way that Penetration hierarchy works, having both of these combined will reduce the overall effect of Titan's Bane, which basically means you'll be losing a lot of potential and thus gold from this item!
I can already hear your cries: "Why Hydra's Lament?!". The answer to that is actually really simple: it works really well with Artemis Vengeful Assault. As I already said, you should never be picking a fight without Vengeful Assault, so you should always get an extra 30% damage on that next, following hit. It also brings increased mana regeneration the more mana you lose, which can help with mana issues, should you still encounter them. Power and a bit of CDR* also work well, especially to have Vengeful Assault and Calydonian Boar up more often.
Bloodforge is a luxury item. It's pretty expensive, but it also comes with some nice benefits. When playing Assault, you buy Bloodforge straight from the start for this very reason. In any other mode, you buy Devourer's Gauntlet (or Asi) first (due to it being a lot cheaper), and replace it for Bloodforge afterwards, should you find yourself having enough gold for that. It has an a lower amount of lifesteal than Devourer's Gauntlet, but a lot more power and will give you a shield upon killing an enemy god.
Wind Demon is another critical hit item. It is an item that fits Artemis pretty well, though you have to be a bit wary when attempting to buy this item. The reason being for this that it needs to fit in your build. When attempting to buy this item, make sure you do not overcap attack speed. You're likely to overcap attack speed when you have 2 or more items of the following combined: Asi, The Executioner, Qin's Sais. If you do decide to purchase this item, it will give you more critical hit chance, and attack and movement speed.
Poisoned Star is Wind Demon's cousin, pretty much, but it does almost the exact opposite. Instead of applying buffs to you, it applies debuffs to the enemy instead, but only when you score a critical hit. It will slow them down and decrease their damage output by 20%, making this a great boxing** tool.
The Executioner is another penetration item, but it works in a different way than Titan's Bane. The difference is is that The Executioner takes away protections (works for both you and teammates), and Titan's Bane simply breaks through them (works only for you). The Executioner's protection reduction doesn't work from the get-go, however. Before The Executioner does anything, you need to land 1 basic attack, or 3 basic attacks for maximum effect. This makes it a less attractive option for ability-based gods, but makes it a great option for basic attack gods, like Artemis.
Warning: Do NOT combine with Titan's Bane. Due to the way that Penetration hierarchy works, having both of these combined will reduce the overall effect of Titan's Bane, which basically means you'll be losing a lot of potential and thus gold from this item!
Asi is a valuable sustaining tool. Not only does it provide sustain in the form of lifesteal (and a decent amount at that), it also comes with other stats that complement Artemis' playstyle. The first would be the attack speed it provides, the second being a bit of flat penetration that also comes with it. Asi
doesn't offer power though, so it's only advised in combination with high-power items.
The Crusher isn't the first item you'd see built on a god like Artemis. Why I picked it, however, is because of a few main factors. One of these factors being its attack speed, obviously, and the other being the penetration. However, the real deal comes in with the passive. As Artemis, you have no way of escaping effectively, and thus when you get into combat, it's all or nothing. The Crusher's passive will allow you to have abilities up more often. With this, you will have access to your tools, such as Transgressor's Fate and Vengeful Assault, more often and can thus use these multiple times in a single battle and hopefully come out victorious because of this. It is, however, a highly situational item as its effect will only really come to play in lengthy battles, such as fights with tanks.
Warrior Tabi acts as a replacement for Ninja Tabi if you chose this over the other. You'd generally pick Warrior Tabi if you have one or more of the following, usually through other items: Attack speed, mana and/or mana sustain.
You would also buy Warrior Tabi instead of Ninja Tabi if you want more power. However, aside from giving a good starting power boost and movement speed, this item grants nothing else and costs a bit more than Ninja Tabi.
Brawler's Beat Stick is your option against healers. The item will decrease the healing of those you hit with your abilities, which makes it perfect to tone down the effectiveness of gods such as Hel and Chang'e. You're most likely to proc this passive with Suppress The Insolent. This item ties in fairly well with The Crusher, as The Crusher will allow you to use abilities again faster and keep up the anti-healing pressure.
Odysseus' Bow is the pinnacle of attack speed items.
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.
Rage has seen a massive improvement since its terrible position at the start of S4. Now an "evolving" item, Rage sets you up with some power and 20% critical strike chance from the start. However, as you gain kills, the item will "evolve",
increasing your critical hit chance with each kill you gain. For every kill you get, Rage
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.

Situational / Non-core items - Defensive and Non-Offensive

Spirit Robe is an overall really good item. It doesn't cost to much and provides decent protections of both kinds. It also gives some CDR. The two main reasons why this is in here is that for one it, it is cheap, and the second being the CCR and passive. Since Artemis has no escape, CC is your worst enemy. Spirit Robe can counter some of that CC by giving you CCR**** and also some damage mitigation when you get hit by hard crowd control effects. This'll help you survive easier against a CC-heavy enemy team. Do note that this item's use will be nullified if you get hit by to much CC, but in such case there's no item that can save you, anyway.
Magi's Blessing
While Magi's Blessing is very weak, it has one major benefit. This being that it has a sort of Purification Beads effect that activates when you get hit by hard CC effects. This can help a lot against gods like Loki, so when facing one of these it may be worth picking this item up. It also provides some health, and a small amount of protections for both physical and magical attacks.
Toxic Blade is another anti-heal option. This one would arguably fit better with Artemis than Brawler's Beat Stick, but both are a solid option. Unlike Brawler's Beat Stick, however, Toxic Blade applies anti-heal upon hitting basic attacks. It also brings the benefit of more health and attack speed, which will also help in combat, as well as movement speed which can help during escapes or chases. On top of that, the item also holds a flat 10 penetration. This would make this a valuable item to buy as an alternative option during the early game
Winged Blade is certainly another very good option for Artemis. This item provides CCR, but focuses mainly on slows with its passive, making you immune for slows when you're hit by one. This makes it a viable option for surviving during escapes against enemies that rely on slows to catch up to you, like Nemesis, for example. It will also make you move faster and increase your health, which makes it have similar benefits to Toxic Blade, minus the attack speed.
Mantle of Discord provides some amazing defenses, both physical and magical. It also brings some CDR with it. The passive on this item makes it so that whenever you drop below 30% health, enemies around you are stunned for 1s. This gives you a small amount of time to attempt an escape or turn the tide of battle and kill the enemy before they get back to their senses. This item is very expensive, however.
Great amount of protections, mana, mana regeneration and CDR. Breastplate of Valor is perhaps the best personal Physical Protection item you can get in the game. The downside, however, is that it only provides physical protections.
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.
Bulwark of Hope is a high-protection magical defense item, and also gives health and crowd control reduction. You could say it's somewhat the magical counterpart of Breastplate of Valor. It also gives you a shield when you drop below a certain amount of health, which can help a lot when trying to escape.
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.

Consumables and relics

Wards is something very important. It can and will save your life if you warded on the right spots, preventing ganks. As Artemis, you have no escape, so any gank that is attempted on you may prove fatal.

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. Wards are also a good option to gain vision over important objectives, such as the Fire Giant and Gold Fury, so when the game reaches a point that these objectives become more relevant, usually mid game (Gold Fury) and late game (Fire Giant), consider buying some Wards and place them there.
Sentry Wards are almost identical to Wards, with only 3 differences. 2 of these is that you can only carry one at a time, instead of 2 with the default Ward, and that they cost a bit more.

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 Sentry Ward on that location and destroy it. This will make the passage a lot safer to pass through, since the enemy won't be able to see you, and if the enemy is unsuspecting of your actions, you may have just opened a backdoor, perfect for your assassin to go for a gank.
Healing Potions are potions that will heal you over time when consumed. They heal 250 HP over 25 seconds, meaning 10 HP per second. You'll need these to heal back up from enemy poking, any minion damage you may receive, and any battles you get yourself into. Use these to stay in lane longer, as you will need as much farm as you can get, especially when playing Artemis, since you only start to become really strong when you get your items online. Mana Potions are the mana counterpart of the Healing Potion. It regenerates mana instead of health, for a total of 150 mana over 25 seconds, meaning 6 mana per second. You buy these for the same reason as you buy Healing Potions: sustain, with the ultimate goal of being capable of staying in lane as long as possible and get as much farm as possible.
Chalice of Healing is the chalice form of the Healing Potion. It heals for the same amount as the Healing Potion. The chalice only allows 3 uses per time, before you have to recall to the fountain, which is the limiting factor, since you can have up to 5 Healing Potions. You do, however, get infinite chalice uses once you've purchased it, since it'll refill for free every time you leave the fountain. The initial cost is higher, having the same cost as 6 Healing Potions, but in the long run this will save you a lot of gold since you don't have to re-buy Healing Potions every time. Chalice of Mana is the chalice form of the Mana Potion. It heals for the same amount as the Mana Potion. The chalice only allows 3 uses per time, before you have to recall to the fountain, which is the limiting factor, since you can have up to 5 Mana Potions. You do, however, get infinite chalice uses once you've purchased it, since it'll refill for free every time you leave the fountain. The initial cost is higher, having the same cost as 6 Mana Potions, but in the long run this will save you a lot of gold since you don't have to re-buy Mana Potions every time.
Chalice of the Oracle is basically the liquid form of Wards, really. Should nobody on your team buy any Wards, this option may prove more interesting than buying individual Wards. The initial cost is higher, having the cost of 8 Wards, but in the long run this will save you a lot of gold since you don't have to re-buy Wards every time. It will provide an infinite uses of Wards ones bought, since it will refill automatically for free every time you leave the fountain. It doesn't have a Sentry Ward functionality though, so if you need a Sentry Ward you'll have to buy that seperately.
Purification Beads is an item that you should always attempt to get when playing Artemis, depending on the enemy team. If the enemy has almost no CC or no CC at all, do NOT get this and grab a more useful relic instead, such as Aegis Amulet. The upgraded version of this relic decreases its cooldown. Aegis Amulet is a relic that will always be useful. It will make you invulnerable to damage for 2 seconds. It isn't stated, but it also cleanses any soft CC effects you may have on you at the moment you activate this relic, such as a slow. The upgraded version of this relic decreases the cooldown.
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 Purification Beads or Aegis Amulet, since it doesn't make you CC immune. You should not grab this relic unless nobody else on your team has it and Purification Beads isn't a necessity for you. If anybody else has this relic, or you need Purification Beads more, get Purification Beads instead. The upgraded version of this relic gives you a Fatalis effect while it is active. Phantom Veil is a fairly good relic, but you should only grab it when both of the following conditions are met: This relic will allow you to pass through those obstacles without the need of a leap, which Artemis doesn't have, and can mean the difference between life or death inside a Ring of Spears. The upgraded version of this relic reduces its cooldown.

User submitted builds

Note: These are builds submitted by other users. They may or may not work entirely. Use these at your own risk. If you want your own build to be shown here as well, feel free to leave it in the comments or PM me your build. Build "results" would also be appreciated to shape an idea of your build's capabilities.

Spoiler: Click to view

*CDR : Cool Down Reduction in full, this lowers the time it takes for your abilities to cool down, allowing them to be used more often.
**boxing : A 1 on 1 battle.
***DoT : Damage over Time in full, this indicates that something will spread a set value of damage over multiple seconds, minutes or hours, but usually seconds.
****CCR : Crowd Control Reduction in full, this lowers the duration of Crowd Control (CC) effects on you. This does not affect all forms of CC (examples: Knock-ups, Ymir's Ice Wall).

Did you know?
Artemis is one of the few hunters who can over-cap on attack speed. This is due to her Vengeful Assault, which already gives her an 80% attack speed boost at max rank. Be careful with your items!

Match-ups & Synergies

Match-ups & Synergies

Chapter Summary: Match-ups, procrastination

As with every other god in the game, Artemis has some gods that she will naturally work well with, or struggle facing, and those who she doesn't work well with, or has the upper hand when matched against. Here's a list of the gods that you'd expect to see in the duo lane, hunters and guardians, and how Artemis relates to them.


Ah Muzen Cab
+ Has no escape, which will make it very easy to shut him down.

+ Has no CC immunity in his kit. Good for applying Transgressor's Fate or Calydonian Boar cc effects.

- 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.

- Honey's slow counters Vengeful Assault speedbuff and counteracts your Suppress The Insolent slow.
Against: Medium

+ Not much hard CC to keep you locked down.

+ Stun from Impale is hard to do and difficult to master.

- Can easily counter Calydonian Boar and/or Transgressor's Fate with Desert Fury and even Disperse.

- Better wave clear than you.

- Has an escape and chase tool with Disperse, making it hard to catch up to him and/or escape from him.

- Shifting Sands counters your Vengeful Assault speed buff and counteracts your Suppress The Insolent slow.

- His ultimate can go through walls.
Against: Hard

+ His escape, Serenade can be countered with Transgressor's Fate.

+ 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 Calydonian Boar.

- Has some hard CC in his kit.

- Has an escape ability.

- Has better waveclear than you.
Against: Medium

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...
Against: Determined by player skill and utterly random factors (support / jungler ?)

+ Low amount of CC.

+ Escape can be countered with hard CC.

- Can cleanse CC (including Transgressor's Fate) with Training Exercise

- Ultimate provides CC-immunity and can potentially "resurrect" him.

- Has an escape.

- Good wave clear.
Against: Hard

+ Fields Of Love can be countered with Calydonian Boar

+ Low amounts of CC, one being situational ( Heart Bomb stun)

+ Wave clear is limited. ( Heart Bomb's small radius)

+Escape can be countered with Transgressor's Fate and Calydonian Boar

- Has an escape ability.

- Has a healing ability.
Against: Easy

Hou Yi
+ His CC is easy to read and/or avoid,
as he'll have to put his Mark of the Golden Crow on you before he can use it.

+ His Ricochet is relatively easy to dodge, especially when they try to ricochet it off of a wall.

+ His escape is short-ranged and easy to read.

+ Calydonian Boar will negate the slow from his ult, as will Vengeful Assault unless he has his Mark of the Golden Crow applied to you.

- Has an escape move, Divebomb, which can simultaneously be used to cause knock-up and damage.

- Ricochet is a better waveclear than your Suppress The Insolent.

- Ricochet can be fired from a long distance, and can hit you up to 3 times, potentially causing massive damage.

- His ultimate, Sunbreaker, has a lot of damage and a potent slow.

- The large radius of his ultimate, Sunbreaker and your lack of escape can make his ultimate extremely lethal when cast on you.

- He can easily dodge your Calydonian Boar with Divebomb.
Against: Hard

+ Her basic attacks are easy to avoid on their way back, causing them to only do half the damage, unless she has Sickle Storm active.

+ Her escape, Fade Away, has a wind-up time and any damage she takes during that cancels it.

+ Her ultimate, Dark Portal has a very small radius and,
unless you're caught off-guard with it, is easy to avoid.

+ She has no way to counter your Calydonian Boar or Transgressor's Fate

- Her unique basic attacks and her 2, Spectral Projection
give her better wave clear than you.

- Dark Portal silences, which will make you unable to cast Calydonian Boar or Vengeful Assault and can turn the battle in her favour.

- Has Fade Away as an escape.
Against: Easy

More to be added, stay tuned. (Postponed)
Uhm, scrapped. Too much work, I'm already procrastinating a ton. What you see is what you get with this one...

Gameplay - Tips & goals: how to play

Gameplay - How to play

Chapter Summary: Gameplay - Early, Gameplay - Mid, Gameplay -

Each and every God has a specific role in the game. The roles are "Solo - Warrior", "Mid - Mage", "Jungle - Assassin", "Support - Guardian", "(Attack Damage) Carry [ADC] - Hunter". These are the most common role-type associations, but may sometimes vary. (e.g. Ymir (guardian) as jungle.) As the ADC, because Artemis is classified as a hunter, you have the main goal of carrying your team, as well as some other goals throughout the games. Let's go over all of these and teach you what to do, when to do and how to do it in the most efficient way, when playing Artemis, throughout your games.

Early Game

Early game summary
Farming: Yes
Objectives: Limited
Rotations: No
Jungling: Limited
Level: 1-9


During the early game, farming is your one and only priority. You should be doing nothing else but farming. You can occasionally enter the jungle, with the ultimate goal of clearing a camp and getting even more farm only. During the farming lane, it's also advised to apply poke damage with Suppress The Insolent as much as possible to force your enemy away and make it easier on yourself. Note: ONLY use Suppress The Insolent as poke when you have just cleared a minion wave. This to ensure that Suppress The Insolent is off of CD when the next minion wave arrives and that you don't take minion aggro. With Death's Toll, you should have enough mana sustain to do so for a while, at least. Focus minion waves mainly, and apply the poke damage only if possible without sacrificing minion damage, because your farm is still the most important.


During the early game, you have only a few objectives yet. The only objectives you have at this point are clearing buff camps to help your team (e.g. damage buff for mid), contesting Gold Fury's oracles and possibly even secure it to prevent the enemy from gaining such a powerful advantage ( Ward vision), and getting as much farm as possible. Other than that, you have no other obligations besides the obvious "stay alive".


None. Do not leave your lane at all unless it's to clear a quick jungle camp. At this point you are not strong enough to even think about potentially letting a minion wave get soaked up by your tower. You need all the farm you can get because at this point in the game you're still a very weak character. Stay in your lane!


You should avoid entering the jungle as much as possible. Not only do you leave your lane when you enter it, you also run a higher risk of getting caught out by sudden enemy movements onto your position, and have a greater chance of dying. Your only times you enter the jungle should be limited to clearing damage or "protection reduction" buff for your mid or support. Other than that, avoid the jungle at all cost.

Mid Game

Mid game summary
Farming: Yes
Objectives: Limited
Rotations: Limited
Jungling: Limited
Level: 10-15


During the midgame, you should still prioritize farming over anything else. However, by this point you're a little stronger which grants you a bit more freedom on what you are allowed and what you're not allowed to do. Still, try to stick to your own lane as much as possible, and get as much farm as you can get to attempt to reach your own lategame as soon as possible.

Teamfights will also start to occur during this time. If this is the case, you should attempt to aid your team during these battles. Clear the next upcoming wave of minions first, to ensure your own farm stays on par or better than the enemy ADC. After you cleared the wave, immediately make your way over to the teamfight location and assist your team. Do not stand at the frontline, that's where the support will go, and neither on the backline, that's where your warrior will go to fight off any enemy jungler gank attempts. Stick in the middle together with your mage and damage and kill off the enemy team from a distance.


You have acquired some new objectives at this point. Though very limited, you should attempt to strive for these objectives to weaken your enemy. The objectives from the early game still apply, and you've acquired 2 new ones:
  • Attempt to take T1 tower (first tower in lane). Do not get greedy, your life is more important!
  • Secure oracles, prevent the enemy from gaining vision over the Gold Fury. Only do so when your path is safe, the jungle is still very dangerous!

Follow these objectives, but remember that your farm and your life still take priority in any case!


Limit this as much as possible. At this point you're allowed to do rotations only from ADC lane to mid lane and back. You should only do this under following conditions:
  • Your lane is "safe", meaning you have pushed enemy ADC and/or support back.
  • Middle lane is in need of assistance. Then and only then should you attempt to make an intervention in middle lane.
  • The enemy jungler is nowhere nearby. You should be 100% certain about this. If the enemy jungler catches you isolated on your way from ADC to mid, you are an easy target.

If all these conditions are met, you are allowed to rotate to middle lane and provide assistance. Return as fast as possible to ADC lane, however. Your farm and life still take top priority!


Keep jungling limited to the same limits as in the early game. You're only allowed to extend your jungle path up to mid harpies' camp and the Gold Fury's oracles. Do not move past that point in the jungle.

Late Game

Late game summary
Farming: Yes & No
Objectives: Yes
Rotations: Yes
Jungling: Yes
Level: 16-20+


You should still prioritize farming up to level 20 and until you have full build. After this, farm does not matter for you anymore. Leave the minion farm for another teammate, probably your support, to catch up if they need it. After this point, you should still kill minions to push lanes or to prevent the enemy from taking your towers, but don't need to farm actively anymore.

At this point, teamfights will also happen. Participate in each and every one of these, your team needs you there, just like when a teamfight would happen during midgame. Do not stand at the frontline, that's where the support will go, and neither on the backline, that's where your warrior will go to fight off any enemy jungler gank attempts. Stick in the middle together with your mage and damage and kill off the enemy team from a distance.


Everything becomes your objective now, you're the carry after all. You have a lot of objectives at this point, some which you can attempt to do alone, others which you will most likely require your team's aid for. Here's the list of objectives:
  • Secure Oracle & Gold Fury, if not already done.
  • Secure demon portal (FG portal) and Fire Giant.
  • Push your lane and aid in the pushes of other lanes.
  • Kill as many enemies as you can. The more you wipe the enemy team, the better. Don't get to greedy though, you're still a hunter, and that means you're still squishy.
  • Defeat the enemy titan.

The ultimate goal is to defeat the enemy titan. The lane pushing is a requirement to do so. (Titan is invulnerable as long as all Phoenixes are still standing.) The other objectives, such as Fire Giant, Gold Fury and killing, are only means to help you achieving your ultimate goal, they'll make the job a lot easier.


Yes, yes and yes. At this point, you become like a second jungler. You should attempt to assist in each and every other lane that is in need of help, or that need to be pushed. Do be careful not to get caught out alone, however, make sure there's always somebody with you, preferably your support.


Very much so. You can now roam the jungle anywhere, and attempt to defeat any camp you wish. Stick with a teammate, however, preferably support, to aid you should you get caught off-guard. When attempting to take a higher objective, such as Gold Fury or Fire Giant, ensure that the area is clear and your teammates are nearby to assist you.

You can enter enemy jungle territory (towards the enemy titan's side), but be extra careful and always have an escape plan at the ready should things go a bit sideways.

This would be how to behave during a game in general. Remember that things will vary depending on game to game, but this is what you should generally strive for while playing to ensure best results. Remember that whatever action you attempt during the game, you always have 3 major objectives, that you should strive for at all costs. Fail at either of these and you're at a guaranteed loss, unless the carry be carried:
  • Get max level and full build as fast as possible!
  • Stay alive as much as possible, no matter what. Even if things look dark, never just stand around thinking "oh I'm pretty much dead anyway", ALWAYS attempt to survive, no matter the conditions.
  • Defeat the enemy titan as fast as possible. Sure, if you're beating the enemy it may sound like fun to "drag it out" and kill them more, but if the enemies finally catch up that plan may quickly turn against you.

And as an extra: never give up. In SMITE, wonders do happen.



Chapter Summary: Summary of the entire guide

So by now you should know how to play Artemis along great lines. I do want you to remember that this is a guide, and as such is only meant as a helping tool and should be treated as such. You are in no way obliged to follow this guide, use this guide's build, or listen to anything I've written down in this guide, you're free to do as you desire in that regard. As for now, let's quickly summarize what we've gone over:

  • Artemis' pros & cons
    • Weak early game, but strong late game due to the hunter class' nature.
    • Great ultimate with a lot of perks. Abilities are very flexible and can be used in a variety of ways.
    • No escape moves make this god tricky to play for newer players who tend to get into trouble more easily.
  • Artemis' abilities
    • Can be used in a variety of ways.
    • Good amount of CC available in her kit, but some of it is tricky to master and use effectively ( Transgressor's Fate).
    • No escape ability, but some abilities can be used as a "make-shift escape". (Not really an escape but can aid very well in escaping)
    • Lots of utility, and less focused on damage.
  • Artemis' item selection
    • Benefits a lot from attack speed, crit, power and penetration.
    • Very reliant on items. Items chosen in the game will shape her to what she will be at the end of the game.
  • Artemis' social life
    • Very late game focused, making her weak against gods who have a strong early game.
    • Will get bullied by gods with great (early) clear.
    • Her utility can give her an upper-hand against almost any type of god, provided said god does not counter the utility provided by Artemis's kit.
  • Artemis' style, that's the style!
    • Plays like most other hunters.
    • Safe early game, aggressive late game.
    • Limited due to no real escape ability.

This will mark the end of all relevant information in this guide. You can continue scrolling down, where you'll find Artemis's lore, her base stats and the changelog to this guide. This information is mostly irrelevant to the common reader however, and will most likely be used for those who want to read more about Artemis, experiment with Artemis stats a bit more, or those who want to keep up with this guide's status with ease.

Thank you for reading my guide! I hope you learned a lot from it, and that you enjoyed reading it. Feedback would be very much appreciated. This guide is a work in progress, as it should always be. Thanks, and goodbye!

Artemis' Lore, base stats & Changelog

Lore, Stats, Guide changelog

Chapter Summary: God lore, God base stats, Detailed changelog


"Armed with a magical bow, Artemis is the unrivaled Goddess of the Hunt!

Daughter of Zeus and Leta, Artemis and her twin brother Apollo are products of Zeus’ infidelity to his wife Hera. Insulted, Hera cursed Leta while she was pregnant, forbidding her to give birth on land or sea. Fortunately, she found an island that did not touch the ocean floor, so it was neither land nor sea, and thus bore her children. Artemis was born first, then miraculously aided as midwife in the birthing of her brother.

Artemis spent her childhood in the hills and forests, training with her bow and hunting beasts. As she grew older and more beautiful, she also grew proud and ruthless when slighted or dishonored, especially against those that claimed to be better hunters than she. Adonis boasted this very thing and Artemis sent a wild boar to skewer him. The twin demigods Otos and Ephialtes, who could not be killed except by each other, threatened to kidnap Artemis and force her to marry one of them, but were tricked when Artemis, appearing as a doe, dashed between them. As they thrust with their spears they impaled each other. Finally, Actaeon, after peeping at Artemis while she bathed, was transformed into a stag and devoured by his own hunting dogs. Such is the wrath of Artemis.

Her name is invoked by hunters seeking prey and by midwives during childbirth. Sacrifices are made in her name before a new military campaign. Adolescent girls are sent to her shrine to serve for one year. Beautiful, deadly, and chaste, Artemis is a focused woman and a fearsome warrior."

Base Stats:

  • Mana: 205 (+34)
  • Damage: 35 (+2.5) +100% of Physical Power
  • Range: 55 (+0)
  • Attack/sec: 0.95 (+1.7%)
  • Health: 450 (+72)
  • Physical Protection: 12 (+3)
  • Magical Protection: 30 (+0.9)
  • Hp5: 8 (+0.68)
  • Mp5: 4.4 (+0.25)
  • Speed: 365 (+0)
  • Progression: None
Note: Numbers in parentheses are the amount gained at each level.


October 17, 2017 [ Update 2 - V3.0(0) ]
  • Updated guide to represent Version 4.19 (4.13 -> 4.19)
  • Huge visual update for the entire Abilities chapter.
  • Removed Malice and Frostbound Hammer, added Odysseus' Bow and Rage.
  • Visual adjustments to make the guide prettier overall and make navigation easier.
  • Added quicktags for quick and easy navigation throughout the guide.
  • Revised build(s) to represent some of the most optimal states for patch 4.19.
  • Addition of information: Guide awards, chapter summary.
  • Removed items "statistics" chapter.
  • Probably a few other things.
July 26, 2017 [ Update 1 - V2.0(0) ]
  • Updated guide to represent Version 4.13 (4.02 -> 4.13)
  • Added Hou Yi and Izanami as "against" to match-ups.
February 20, 2017 [ Update 0 - V1.0(0) ]
  • Initial guide release.

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boogiebass (30) | December 14, 2017 7:51pm
Hey Zero, so under your Pros/Cons section, I think the picture you used for "pros" is a little out of alignment.

Also, thanks for giving a critique on my guide, I"ll be implementing those changes shortly since I have time now.
boogiebass (30) | December 15, 2017 7:45pm
Maybe I'm experiencing what Bran is describing. I checked the guide on my phone, and it looks ok.

However, on my PC, it looks like this:
boogiebass (30) | December 15, 2017 7:48pm
Ok just to confirm what Bran is saying: This misalignment only happens for me at 90% zoom. At all other zoom %, it looks ok.
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xZeroStrike (46) | December 15, 2017 3:52am
1. Could you send a screenshot of the misalignment? It looks fine on my end, but if there's any problem with it for you I'm willing to look into it.

2. You're welcome. Looking forward to seeing your changes.
Branmuffin17 (263) | December 15, 2017 6:51pm
It's showing up okay on both my phone and computer (Chrome). That said, I know what he's talking about...I've seen it with my own guides here and there...just sometimes how it gets shown...sometimes it would only do that at specific zoom %s.
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boogiebass (30) | October 17, 2017 7:03pm
So is Artemis your main bae?

Wow... so this is what a master BB coder's guide looks like. Impressive.
overld1 (17) | October 18, 2017 9:56am
boogiebass wrote:
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.
xZeroStrike (46) | October 18, 2017 1:11am
Artemis is my main, yes. M10 with one golden star (PS4) places her highest on my list. I don't play her as much as I used too in the past, but when I get the opportunity I will surely do so. Sol is my #2.

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.
Branmuffin17 (263) | October 17, 2017 4:36pm
FYI, I really like the visual update for the abilities...really helps separate out the specific points, when not adding full line spaces.

Also think the item adjustments overall are solid. Still not fully convinced with Hydra's Lament holding down the example build's 6th spot (and you have to admit, the example build is what 90% of people will be using as "THIS IS THE BUILD YOU HAVE TO USE." But, okay okay, your reasoning behind it is's a good writeup of the item.

Curious on your experience and feel of getting Rage before The Executioner. Feel at the 3rd item spot, she's getting up in level enough that Vengeful will start to be leveled more and in combination with the AS from Exe, it'll allow her to start boxing much better. Rage, of course, is also great for boxing and works well with her passive, but her AS at that point will be somewhat slower if you get it before Exe. does each feel in the 3rd spot, and what do you find are the advantages and disadvantages (other than facing tankier enemies and whatnot)?
xZeroStrike (46) | October 18, 2017 1:08am
Rage is a more aggressive approach in the third position. The early crit, especially combined with Artemis' passive, is something a lot of enemies don't expect, let alone prepare for. This can get you some early kills to stack Devo's easier and begin stacking Rage.

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.)
xZeroStrike (46) | October 17, 2017 7:26am
Holy whack-a-moley. No, that's probably not a word.
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!
Branmuffin17 (263) | August 30, 2017 1:35am
Hey Zero,

Been thinking about Art lately myself. What do you think of, for a more traditional build, Ninja Tabi, Devourer's Gauntlet, Titan's Bane, Rage, Deathbringer, Odysseus' Bow?

Of course, with Vengeful Assault active, you'll be a bit above the AS cap, but worrying about cap and not being willing to go over will hurt her DPS when it's down.

Reason for this:
  • If she has a Support with good wave clear, Ninja sets her AS up for the long haul, since that build doesn't get the 2nd AS item until last.
  • Devo's got an early game buff.
  • TB got a price decrease. This also makes her a pretty decent tower shredder early, if she finds the opportunity.
  • I was going back and forth between a Shuriken tree item and Rage, but in the end, felt 55-70% crit chance was just too difficult to pass up over 40-55%, and I wouldn't want to have to commit to a 3x crit build.
  • Odysseus' Bow is just the single best item for AS and will drastically increase her DPS once everything else is up.
Reason I didn't choose The Executioner is for that objective damage and not to blow past the cap, since I sort of wanted to get O-Bow in there. You could of course get Exe instead of TB, and then finish with The Crusher or whatever else.

Anyway, thoughts?
Drexler (9) | August 30, 2017 5:16am
Branmuffin17 wrote:

[*]I was going back and forth between a Shuriken tree item and Rage, but in the end, felt 55-70% crit chance was just too difficult to pass up over 40-55%, and I wouldn't want to have to commit to a 3x crit build.

I personally like going with Wind Demon because it gives me the leeway to build Warrior Tabi. That's just me though, I haven't used Rage since they changed it, so I'll have to mess with it.
Branmuffin17 (263) | August 30, 2017 10:15am
Yeah, that was the one I was considering mostly...and when it crits, the AS boost is almost as high as Odysseus' Bow.

But if you haven't played with Rage, I highly suggest it. Once I started using it, I found it very difficult to go back to Wind Demon (depending on the rest of my build, of course). Now, with Art, she'll get better use out of WD compared to others, due specifically to her passive crit chance. But I think the item buffs really help shift things so that she can use the build I suggested well. I'm considering objective damage as a premium here.

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 Rage? Let me know what you think. It's a great item now, and it gets her into crit at 400 gold less.
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boogiebass (30) | August 29, 2017 11:46pm
Nice guide and solid builds. I hate playing ADC, but I slayed with this build in arena and joust (eh not really, but I did better than I usually do).

+1 from me.
BestMinionEver (69) | May 17, 2017 4:25am
Nice guide. I havent had time to read it all, but what ive read seems to be high standard. Not sure about the builds though. Im far from a adc main, but isnt rage op now?

Though the build went something like: Dt, boots1/ichaival1 into boots, ichaival, rage fatalis exe bf and the db?
masterricu (12) | May 15, 2017 12:32pm
Just a few tips I wanted to point out:

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.
Branmuffin17 (263) | May 15, 2017 3:49pm
XD In my extremely long original comment below, I said this about Qin's, which agrees with your statement:

If you get Qin's Sais, you shouldn't get it with crit right now. You say it's a must have for every basic-attack reliant hunter, but that's not true. The key aspect of Qin's is in attack speed and pen for a strong anti-tank and objective takedown utility...and due to the power spike as the single best DPS item, is good for mid-game. But again, not best with crit.


With regard to that Qin's Sais adjusted some wording, but I'd point you back to my Items guide in the section talking about Qin's and crit...Qin's is significantly better if you've got specific gods that have unique attack strings. With hunters, they just have a steady 1/1/1...but Kali for example, has a couple of hits at 0.75, and even if the basic attack does less damage, the Qin's passive proc does the same on each hit. So while it can work okay on hunters, it's better for Erlang Shen, Osiris, Kali, etc.

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 Ninja Tabi and Titan's Bane over Warrior/Exe...if I get an opportunity to get a few hits in on their tower/phoenix, I like the added damage.
overld1 (17) | May 9, 2017 11:16am
Hey finally I read your guide for once I feel selfish for not reading this earlier. This is a nice guide that goes through basically everything about Artemis. All the BBcoding makes reading the guide really easy to read. There's one BBcoding issue where phantom viel is. It seems really smaller than the other items in the table. So you might made a miscalculation on the text size.
xZeroStrike (46) | May 10, 2017 9:53am
I checked and it's the same size. I do see what you mean however. Probably some optical illusion weirdness going on. Human brains are a weird thing, really.
overld1 (17) | May 10, 2017 10:05am
When I was commented this guide I saw that relic info smaller than the others then when I checked it today it was normal so I have no clue.
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Gulfwulf (47) | May 9, 2017 10:30am
Vengeful Assault is also good for attacking objectives.
xZeroStrike (46) | May 10, 2017 10:01am
Missed that. Good find! Added info to the guide.
sunny108108 (3) | March 8, 2017 10:58pm
Nice build for artemiss!
Technotoad64 (45) | March 2, 2017 2:23pm
Nice build of artemiss!
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League of Legends Build Guide Author xZeroStrike
Artemis S4 Guide: The new hunting season! (S4 / Update: 4.19)
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