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Artemis Solo/Mid (The New Meta)

1 6 13,742
3.8
by KuroiMitsukai updated January 26, 2014

Smite God: Artemis

Build Guide Discussion 3 More Guides
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Artemis Build

Core

Build Item Death's Toll Death's Toll
Build Item Warrior Tabi Warrior Tabi
Build Item Qin's Sais Qin's Sais
Build Item Deathbringer Deathbringer
Build Item Malice Malice
Build Item Asi Asi

Active

Build Item Shielded Teleport Shielded Teleport

Situational

Build Item Runic Shield Runic Shield
Build Item Titan's Bane Titan's Bane
Build Item Witchblade Witchblade

Artemis's Skill Order

Transgressor's Fate

1 X Y
Transgressor's Fate
2 15 16 18 19

Vengeful Assault

2 A B
Vengeful Assault
4 8 10 11 12

Suppress The Insolent

3 B A
Suppress The Insolent
1 3 6 7 9

Calydonian Boar

4 Y X
Calydonian Boar
5 13 14 17 20
Transgressor's Fate
2 15 16 18 19

Transgressor's Fate

1 X
Artemis places a trap on the ground. Enemy gods coming within 5 units of her traps activate them, Rooting and Crippling the enemy god, preventing movement abilities and dealing damage every second for 3s.

Ability Type: Ground Target
Damage per Tick: 35 / 48 / 61 / 74 / 87 (+30% of your Physical Power)
Damage (Total): 105 / 144 / 183 / 222 / 261 (+90% of your Physical Power)
Root Duration: 2s
Max Traps: 4
Cost: 45
Cooldown: 14 / 13 / 12 / 11 / 10s
Vengeful Assault
4 8 10 11 12

Vengeful Assault

2 A
Artemis attacks at a furious pace, increasing her attack and movement speed significantly. Additionally, Artemis cleanses herself of slows and becomes immune to Slows for 0.6s when activated.

Ability Type: Buff
Attack Speed: 40 / 50 / 60 / 70 / 80%
Movement Speed: 25%
Duration: 3 / 3.5 / 4 / 4.5 / 5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Suppress The Insolent
1 3 6 7 9

Suppress The Insolent

3 B
Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged and are slowed.

Ability Type: Ground Target
Damage: 100 / 150 / 200 / 250 / 300 (+75% of your Physical Power)
Slow: 25%
Slow Duration: 2s
Radius: 15
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 8s
Calydonian Boar
5 13 14 17 20

Calydonian Boar

4 Y
Artemis summons the great Calydonian Boar on her enemies, doing damage to the nearest enemy god and Stunning them, and itself. The boar is immune until it hits the first god and then continues to charge other gods for its lifetime. Artemis is also immune to Crowd Control for 1.5s.

Ability Type: Area
Damage: 150 / 225 / 300 / 375 / 450 (100% of your Physical Power)
Stun: 1.1 / 1.2 / 1.3 / 1.4 / 1.5s
Boar Lifetime: 6s
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

The Build

Start: death toll, boots 1, 1 health, 1 mana (or 2 health if your jungle will not be tanking your blue probably)

First RTB: ONLY return to base if you have 600 gold to buy teleport level 2. If you got first blood (more common than you would think) you might not have to return to base until you have nearly 2k gold.

Priority: Teleport 2, boots 2, boots 3 (Pen), teleport 3, If you have spare change buy 1 health pot and maybe 1 mana pot too.

Second RTB: Situational items - if you are losing the lane to a mage (not common) buy a shield and eventually make it runic. If you are WINNING the lane which 99% of the time you are - start building Qins Sais.

At this point RTB's are situational. I highly encourage attacking the tower over buying items but eventually you DO run out of mana. You shouldn't have to rely on your jungler to get your blue - you should be able to solo it in 10 secs or so with a 3 and 2 combo, if their jungler is helping them at their blue then put a ward up just to be safe while you clear it.

After Sais I recommend Deathbringer, Malice, Asi, and a situational one such as titans if they are beefy, if you are caught out of position often maybe witchstone, if they are hit easily by AA's executioner, or maybe a different lifesteal item of choice. All up to you. I trust you have SOME experience with ADC builds if you are playing Artemis in the solo lane...

Credit to TraumaHunter for this build via reddit.

Basic Combos

Clearing a minion wave with only one of your 3's - It's pretty simple, fire at minions as they come back to the lane, USUALLY the enemies are staying out of range of your 3. If they aren't you show them why they SHOULD be. It has a short enough cool down to aid in clearing the lane archers at the least and your mana burn isn't as bad that you can't afford to pelt them with it. By the time the minions meet up the melee minions have been "pushed back" by your auto attacks enough that they are not only damaged the PERFECT amount to be killed in 1 hit (+1 more for the large warrior's last hit) but they are also perfectly grouped up that you can fit all of them in a skill shot. That skill shot might take a bit of practice but clearing a lane faster means more pressure.

Your bread and butter combo (Don't do this to someone with full health... be smart): Hit with 3, hit with some AA's getting close while they are slowed. Ult (stun them). Hit some AA's. ROOT their feet before they are no longer stunned. Hit some AA's. Finish them off with a 3 while they run and AA's while they are slowed.

Pros / Cons

Pros:

  • Above avg. lane clear. Can clear jungles camps decently fast by the time second blue comes up
  • Strongest safe poke in solo lane
  • FREE WARDS. Trap can be used as a free ward. Great for survivability.
  • Ult is immune CC ult. You shouldn't have to buy beads unless needed late game.
  • Ult is strong stun. Good for engaging multiple enemies or disengaging.
  • You will do much more to their tower then they will unless its another ADC.
  • Very High snowball. If you get an early kill your set to win the lane.
  • Turtle effectively should you fall behind in lane somehow.
  • Fed roaming ADC's are scary.

Cons:
  • You MUST pay attention and keep up with wards. They will not ping for you. And they are easily destroyed + must be kept up with if they are destroyed.
  • Your ult being down makes everything much more dangerous. (Squishy..)
  • Your items are expensive mid game (deathbringer, malice, etc)
  • You NEED to be able to hit enemies with skill shots.
  • Clearing a minion wave with 1 ability is a combo/skill shot.
  • you can really only afford 1 root to use in lane. So you need to be pretty good at placing it or you will have to replace your wards.
  • unless you team is willing to balance things out - you will have 2 adc instead of 2 mages/ a bruiser. Balancing out team comp is simple enough - plenty of mages can go in duo lane with a support. This SOMETIMES turns into high phys balanced teams because no one is willing to compromise their character.

List of gods matchups

Tyr - superior lane clear in early stages, poke outdoes his sustain - if he has no hog to clear it will be a rough game for him.

Guan - easily rooted while hes clearing the lane, your ult counters his fairly well, your poke/sustain are MUCH stronger.

Nu Wa - She is too squishy. By the time she starts to level up her 2 your 3 will be maxed, near max and you can clear both her minions AND the normal minions before she can clear yours. It's kind of silly. She will almost certainly die a fast death in lane and you will have a large belly by the end of it.

Chronos - your poke chips him down very well to a point in which he is forced to burn his ult or RTB. Your hog will outlast his ult so when he comes out he is stunned and set up for the root, 3, 2, spam kill. He's squishy without it. Only ult if he was in a vulnerable position 8 seconds ago. That is the trick. (also remembering where he was 8 seconds ago and ensuring your hog will hit him when he comes out of his ult)

Freya -You have similar clear speeds. She is actually quite a challenge if you are fighting a GOOD freya. You WILL probably have to buy an aegis for her ult. The ONE game where I lost tower before theirs it was vs a freya (and to be fair I destroyed her tower 30 seconds later!) Don't let her finish you off with her ult. Her ult is by far the only way she will kill you ever but its a REALLY expensive counter. Probably tied for the hardest counter to Artemis other than maybe Ra or Hel.

Chang'e - Lol... Poor chang'e. Pretty self explanatory. Ult the moment she burns her 2 and combo her since shes squishy for an easy feed. Also because your chip is so strong and she is often dead without even needing to use the ult. Her lane clear requiring her to be close means shes going to be pelted and pelted often.

Hel - Hel is a tricky one. You need to have a deep understanding of hel in order to counter her effectively and get kill fed from her. You will be poking her hard and she has good sustain. Only ulting when she is on cleanse cooldown or in wrong stance - same goes for rooting, Forcing her to be in light stance is ideal. When she is in light stance I recommend using the 3 because of her speed boost and how your slow counteracts it. It helps keep her in range of the burst. If she is pressing on you in dark mode root her to the best of your ability and make her feel regret for getting close enough to be hit by your AA's.

Ra - He is the hardest counter thus far, if hes smart hes going to go ahead and use his ult for the fast clear more than attempting to hit you in laning phase. Definitely a war of attrition. Teleport needs to be maxed early. If hes bad with his 3 placement then you will have a much easier time.

Herc - (Even when herc is doing ankh start) you have stronger clear while his hog is down and you NEED to be hitting him every second you get with your auto attacks. You also need to be 100% aware of his range for his fish. If you get fished - use your ult before he can combo - the combo is too dangerous. After you burn the ult play safe and pay extra attention to the jungle wards till its back up. I honestly thought on paper he would have been the best counter to artemis but i've won 6/6 games vs herc in solo, The lowest amount of kills in a games laning phase gotten on him being 2. I would put it more as over confidence in their 3 than anything else. Might be different in high level play - probably more of a war of attrition there.

Loki - super squishy, easy to kill, your clear is far superior in early stages.

Vamana - similar to herc in that hes a pain and you need to chip him down every second you get but again i've won 5/5 vs him. Usually he ults when you ult so dont rely on the stun as much as you are the damage if trying to kill him (and really - its very unlikely you will kill him if hes using his ult). If anything use your ult to get his ult down if you know the jungler is rotating over to gank. Makes for a much easier kill on him.

Vulcan - Lol... poor vulcan. Kill his turrets without being hit by them and its gg.

Wukong - It will be a war of attrition. Unless he uses his 3 to engage you you can't kill him. Birds of nope can't be rooted. You have stronger lane push though - especially early on, If he is using his 2 to clear you NEED to be making him regret it. This forces him to rely on his 1 to clear mostly and gives you the pressure advantage.

Any squishy mage put in solo (Anubis, Ao, etc). Pretty simple kills. They are combo'd easily and they are squishy. Your poke will make up for their stronger wave clear - they wont want to get near you after their wave is done so long as you use your 3 on them often.

Theory crafted fights: Odin and Ymir - I've never gotten to go vs them in solo yet in my last 50+ games. I would just assume you will be poking them while they clear since they are melee. Don't get trapped by odin and use your speed boost on your 2 to run around an advancing ymir's walls to avoid the freeze.

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1
Talenhiem (33) | January 27, 2014 7:29am
You say that Art mid/solo is the new meta, yet you have nothing to support that point? She would get shat on by mages, and most warriors, for that matter.
1
Jordenito (66) | January 26, 2014 9:31am
Art in solo/mid is a bad idea.
There is no BBcoding what so ever, no items explanation nor skills explanation, no role in team fights.

For BBcoding help:https://www.smitefire.com/smite/forum/build-guide-discussion/help-with-bb-coding-for-guides-2024

Downvote.
1
Setolino (18) | January 26, 2014 9:12am
Outdated, the traps for example dont give vision anymore.

If she use her 3 to poke she cant clear the minion wave anymore, furthermore with her 3 you normally just can clear 3 minions, the swords or the archer one, a ao kuang or agni gonna outpush you and deal much more dmg.

Artemis on mid or solo just work against another adc or a bad player. If he is decent he gonna outpush you so hard that you just can hug the tower and spamm tauntings.
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League of Legends Build Guide Author KuroiMitsukai
Artemis Solo/Mid (The New Meta)
Table of Contents

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