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Artemis - That's Just Mean (Penta-Kill Build)

0 2 36,617
by Blackclaw185 updated June 15, 2016

Smite God: Artemis

Build Guide Discussion 6 More Guides
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Artemis Build

Base

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

Alternative

Build Item Warrior Tabi Warrior Tabi
Build Item Ichaival Ichaival
Build Item Malice Malice
Build Item Demon Blade Demon Blade

Artemis's Skill Order

Transgressor's Fate

1 X Y
Transgressor's Fate
4 15 16 18 19

Vengeful Assault

2 A B
Vengeful Assault
1 3 6 8 10

Suppress The Insolent

3 B A
Suppress The Insolent
2 7 11 12 14

Calydonian Boar

4 Y X
Calydonian Boar
5 9 13 17 20
Transgressor's Fate
4 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
1 3 6 8 10

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
2 7 11 12 14

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 9 13 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

Introduction

Artemis was, and probably still is, my main, and my first god to reach Mastery 10, Thanatos being my second. Besides her lack of escape, I find her quite powerful regardless of how often she is used in competitive (Which isn't that often).

As always, this is what works for me, and it isn't oriented towards ranked, but more so for casual Joust, Conquest, and Arena. I'll post any edits in the comments so people can see them easier. Build 3 is by far the best one, it's gotten me 6 Penta-Kills on PS4, and 1 Penta-Kill on PC so far.

Pros and Cons

Pros:

- Consistent critical strikes (Her passive paired with Deathbringer and Rage, nuff said)
- Very high attack speed ( Vengeful Assault increases her attack speed by up to +80%)
- Good crowd control (Root, multi-target stun, and a slow)
- Decent movement speed (Vengeful Assault increases her movement speed by +20%)

Cons:

- No escapes
- Calydonian Boar is easily dealt with
- Little mobility (More with build 3)
- Poor minion clear

Skills

Still Target (Passive): she gains a critical strike chance buff on successful basic attacks, +5% per stack for 4 seconds (max of 3 stacks).

Transgressor's Fate (Ground Target): Artemis places a trap on the ground, enemy gods within 5 units are rooted and dealt damage over time (DoT) for 3 seconds.

Vengeful Assault (Buff): increases her attack speed by up to +80% and her movement speed by +20% for up to 5 seconds.

Suppress The Insolent (Ground Target): she fires a rain of arrows on a selected location, enemies caught in it are damaged, and receive a 25% slow.

Calydonian Boar (Ultimate): Artemis summons a boar that charges the nearest god in its range, dealing damage and stunning them for up to 1.5 seconds, it will then continue to charge other enemy gods within range of its new location. It cannot hit the same god more than once, however if they use Sanctuary to avoid the damage, it will continue to charge them until it despawns after 6 seconds, or their sanctuary runs out.

Items

Ninja Tabi/ Warrior Tabi: Most people go with Warrior Tabi for the additional +20 physical power, I prefer the +15% attack speed from Ninja Tabi, but either one works for the movement speed and damage that you need.

Transcendence: The mana from Transcendence (1050 with full stacks) is more than enough to keep you in the battlefield, while also granting physical power (65 minimum when at full stacks).

Devourer's Gauntlet/ Asi/ Bloodforge: Devourer's Gauntlet gives more physical power and base lifesteal than Asi, however the passive from Asi is amazing. At full stacks, Devourer's Gauntlet grants +55 physical power, and +25% lifesteal. Asi grants a flat +15% lifesteal, +20% attack speed, and +15 physical penetration. However, the passive from Asi grants an additional +25% lifesteal for 5 seconds (With a 15 second cooldown). Bloodforge grants +15% physical lifesteal, and +75 physical power, its passive grants a shield on kills and +20% movement speed buff for 20 seconds. I prefer Bloodforge over all of the others.

The Executioner/ Ichaival: These both give you even more attack speed, while helping you to deal more damage against enemy gods. The Executioner grants +30 physical power and +25% attack speed, its passive reduces the target's physical protection by 8% per stack (max of 4 stacks) for 3 seconds on basic attacks. Ichaival grants +30% attack speed and +10 physical penetration, its passive increases your physical power by +10 and reduces the target's physical power by -10 for 3 seconds on each successful basic attack (max of 3 stacks).

Deathbringer: This is a must have on most basic attack builds, granting +50 physical power, and +20% critical chance. Its passive increases critical strike damage by 40%. This paired with her passive and attack speed is ridiculous.

Rage/ Malice/Wind Demon: Rage grants +30 physical power, and +20% critical chance. Its passive increases your critical chance by +10% per stack (+60% max) every time you basic attack without a critical, stacks reset on a successful critical. Malice grants +50 physical power, and +20% critical chance. Its passive inflicts 75% of your physical power to your target as DoT on a successful critical. With the changes to Wind Demon with the release of patch 3.8, it is far more valuable for any basic attack build, not being locked as a anti-healing item. It grants +40 physical power, and +20% critical chance. Its passive increases your attack speed and movement speed by 20% for 5 seconds on critical strikes. I prefer Rage so I'm criting all of the time, but Wind Demon is better for playing aggressive, as it gives you increased attack speed and movement speed.

Gods to Look out for

Odin: Since you have no escapes, Odin's Ring of Spears is probably the death of you, locking you inside as an easy target for mages like Hades, Ah Puch, Zeus, and Poseidon, and hunters like Hou Yi, and Cupid

Hades: Again, the lack of escape makes it hard to get out of his Pillar of Agony, so you'll need to run either Sanctuary, or Purification, however these both have a much longer cooldown than his ultimate does.

Loki: He can go invisible, and practically two shot you, so you need to play smart against him. If you see him go invisible, use your Transgressor's Fate and stand on it, you can also use Suppress The Insolent or Vengeful Assault to try to locate him before he ganks. The best counter to his ultimate is to use your Calydonian Boar to stun him, then shred him with Vengeful Assault.

Bellona: She can shut off your basic attacks with Scourge which leaves you practically defenseless, the best thing to do is to keep your distance, and if she's chasing you, drop your Transgressor's Fate on the ground as you're running.

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1
SwiftDeathSK | January 11, 2017 11:03am
Diamond Artemis Rank X main here - I felt compelled to throw my two cents in here. Transcendence is not needed on Artemis. I would rather see you have hasten fatalis in a build because at least it increases her mobility which works with her strengths and weaknesses... She does not need tranny, because she doesn't need the mana, and the power is negligible compared to pen / crit items. That also doesn't mean that I think fatalis is good on Artemis. I'm just saying.
1
Branmuffin17 (394) | June 15, 2016 12:19pm
Hey Blackclaw,

I think you've got the general concept down, and I'm not saying anything against your general knowledge/skill...you're mastery X, you've got enough experience. That said, there are specific issues with the build that I'd like to point out, along with some preferences that I'll comment on...now keep in mind, I'm not anything close to an ADC master, just more of a theory guy in many cases. But it's good to understand the limitations of the build, and build efficiency is absolutely a thing. Considering some of the following, perhaps this could even improve things for you...?

One mention before we get into anything else. Artemis' Vengeful Assault at rank 5 increases her attack speed by 80% (as you mention). It's important to consider the attack speed cap (2.5). In all of these builds, depending on what's active at the time, you're blowing through the cap, making the build less than optimal. I know you prefer Ninja Tabi, which helps in some ways before level 20/rank 5 Vengeful/full build including The Executioner, Wind Demon, etc...but, well, I'll go into that in more detail.

With regard to Arena:
  • For an ADC, I'd argue against the necessity for Transcendence regarding mana. Sure, it's helpful, but you go back to base often enough to heal or buy that mana shouldn't be a huuuuge issue. The power IS nice...but buying stacking items ties you closer to the minion wave, and you'll be competing against any other people that have built stacking items, meaning your own stacking will likely be slower to complete. Finally, regarding this item, it's a bit expensive as a 2nd item, and will likely put you behind in the early game, power-wise. Just something to think about.

  • How often do you use this build in Arena? How often are you completing the build? Part of the idea of build efficiency is getting as much out of the build as possible at every stage of the game. One big hurdle is Transcendence as item #2...again with the cost ($2,600)...but also with Deathbringer as item #5. Perhaps that's okay, because her passive boosts her crit rate, but the difference of 600 gold (e.g. Wind Demon @ $2,600) means it's more time before that's online. Also...this full build (build #3) is $15,100!!! If you're fed to all hell, you might complete before the match is done, but still somewhat unlikely, and you don't want to complete your 6th item with 30 seconds to spare, right? I might propose suggesting a separate Arena build.

  • Attack speed cap: my first suggestion here might be to switch from Ninja Tabi to Warrior Tabi. At full build, rank 5 Vengeful, and the passive from Wind Demon activated, you'll push right up to the cap, at 2.4 attack speed. If you build Ninja Tabi, you're past the cap. Of course, up until all of that, Ninja Tabi will help with getting more hits in. Guess this one is personal preference. Second suggestion would be to keep Ninja Tabi but switch The Executioner to Titan's Bane against multiple tanks, or Brawler's Beat Stick for the flat penetration.
With regard to casual Conquest/Joust:
  • I'll touch upon Transcendence again. This isn't necessarily an issue, but depends on what you want to do. It's usually built for gods who are more ability-reliant. ADCs like this include Neith, Ullr, and Medusa. Less so for true basic-attackers like Artemis, as 2 of her 3 standard abilities are for situational use, rather than directly helping in a normal fight. If you're spamming all 3 abilities all the time, and are having mana issues, okay, this item helps, but you might also just consider supplementing with a couple of Mana Potions every time you back. Again, the high power is great, but there are other items that might make her basic attacks more effective.

  • Starting items are common for both Conquest and Joust, unless you start building for Transcendence first with Charged Morningstar. If you separate your Arena build, you could make a Joust/Conquest build and include starting items in correct build order.

  • Just a question, but you don't find yourself losing out in the early game due to enemy ADCs building Throwing Dagger/ Golden Bow, while you don't? Your clear is weak early, and I see you being pushed back unless you've got an aggressive Support (in Conquest) or other wave-clear teammates (in Joust). It sucks that this is the meta, but it's just sort of how it is right now. This isn't my own knowledge, understand...I'm basing this off of what DucksRock says, and he knows a hell of a lot more about ADC than me. I guess in Joust, sharing the lane with 2 others makes this probably okay...but in Conquest, less so.

  • Rage is definitely a weaker crit item as item #6...I might consider this a final option, but not standard...you'll likely see more effect out of Wind Demon, but again, you'll want to consider attack speed. Remember too her passive already increasing her crit chance...since between Death and the passive you'll be fluctuating at an average of 30% already, adding a 20% crit chance item should be more than enough, and you'll get the added passive effects and slightly higher power from other crit items.

  • Attack speed again...I would consider your build #2 to be inefficient. Asi puts the standard build over the cap with everything active. You can avoid some of that inefficiency with the same Warrior Tabi substitution, or again switching out The Executioner, which is considered not to be really worth it right now.
Your general ideas are there. You build power, some attack speed, some lifesteal, and crit as your main damage increase. That's good, you're covering all of your bases.

That said, it's important to consider the strengths of the individual god. For Artemis, she is a late game carry relying mainly on basic attacks, so something like Transcendence may not be necessary. Also, although most people consider Bloodforge to be overly expensive for what it brings, it MIGHT be pretty decent for Artemis. The high power and decent lifesteal are good, but the blood shield - if it holds up - is an aid to helping her survive dangerous teamfight situations after securing a kill, since she doesn't have any true escapes.

Again, not saying what you're building isn't working for you...it obviously is...but consider trying out some of this other stuff...you might find yourself doing even better.
1
Blackclaw185 | June 15, 2016 2:06pm
Branmuffin17 wrote:
For an ADC, I'd argue against the necessity for Transcendence regarding mana. Sure, it's helpful, but you go back to base often enough to heal or buy that mana shouldn't be a huuuuge issue. The power IS nice...but buying stacking items ties you closer to the minion wave, and you'll be competing against any other people that have built stacking items, meaning your own stacking will likely be slower to complete. Finally, regarding this item, it's a bit expensive as a 2nd item, and will likely put you behind in the early game, power-wise. Just something to think about.


I don't find stacking an issue in arena, there are plenty of minion waves, as well as the easily accessible 6 jungle camps, and the 5 stacks gained per player kill. While yes, the mana is a little bit overkill, I find it good with Artemis as she's fairly mana hungry regardless of her abilities not being necessary for kills, the mana just allows me to stay out in fights longer, I often remain out of the base until I'm either almost dead, or I have way too much money on me, often returning with 5k+ gold (On PS4).

Branmuffin17 wrote:
How often do you use this build in Arena? How often are you completing the build? Part of the idea of build efficiency is getting as much out of the build as possible at every stage of the game. One big hurdle is Transcendence as item #2...again with the cost ($2,600)...but also with Deathbringer as item #5. Perhaps that's okay, because her passive boosts her crit rate, but the difference of 600 gold (e.g. Wind Demon @ $2,600) means it's more time before that's online. Also...this full build (build #3) is $15,100!!! If you're fed to all hell, you might complete before the match is done, but still somewhat unlikely, and you don't want to complete your 6th item with 30 seconds to spare, right? I might propose suggesting a separate Arena build.


If I'm playing Artemis in arena, I'm using the third build, and I almost always finish the build, if I don't then I'll likely be at the 5th item. While I do find it a little slow for the first 2 items, by the time I have Bloodforge I generally have 5-10 kills, and a decent gold and experience lead on the other team, allowing me to snowball.

Branmuffin17 wrote:
Attack speed cap: my first suggestion here might be to switch from Ninja Tabi to Warrior Tabi. At full build, rank 5 Vengeful, and the passive from Wind Demon activated, you'll push right up to the cap, at 2.4 attack speed. If you build Ninja Tabi, you're past the cap. Of course, up until all of that, Ninja Tabi will help with getting more hits in. Guess this one is personal preference. Second suggestion would be to keep Ninja Tabi but switch The Executioner to Titan's Bane against multiple tanks, or Brawler's Beat Stick for the flat penetration.


I honestly never thought of this, I've been using Ninja Tabi for the overall attack speed, thinking of it as when I'm not using Vengeful Assault, I still have a slightly faster attack speed, I'll try it out with Warrior Tabi tonight and see how it goes. As for switching Wind Demon with Titan's Bane, I agree that it'd be good for the physical power and penetration, however I find the passive of Wind Demon to be worth it, increasing her movement speed and attack speed, this paired with a flat 50% crit chance and a 30% crit chance from her passive, you're procing the effect very often, making it good for boxing.

Branmuffin17 wrote:
Just a question, but you don't find yourself losing out in the early game due to enemy ADCs building Throwing Dagger/ Golden Bow, while you don't? Your clear is weak early, and I see you being pushed back unless you've got an aggressive Support (in Conquest) or other wave-clear teammates (in Joust). It sucks that this is the meta, but it's just sort of how it is right now. This isn't my own knowledge, understand...I'm basing this off of what DucksRock says, and he knows a hell of a lot more about ADC than me. I guess in Joust, sharing the lane with 2 others makes this probably okay...but in Conquest, less so.


I use to run Golden Bow until they removed the crit chance on it, and I don't find the passive of it that necessary for clearing minions, as due to Artemis' passive her basic attacks increase her crit chance, so it's easy to just basic attack the minions to death, only taking a few shots after the first two items or so.

Branmuffin17 wrote:
Rage is definitely a weaker crit item as item #6...I might consider this a final option, but not standard...you'll likely see more effect out of Wind Demon, but again, you'll want to consider attack speed. Remember too her passive already increasing her crit chance...since between Death and the passive you'll be fluctuating at an average of 30% already, adding a 20% crit chance item should be more than enough, and you'll get the added passive effects and slightly higher power from other crit items.


I agree that Rage isn't necessary, however I do feel that having two crit items is necessary, as it will give you consistently high damage output on basic attacks.

Branmuffin17 wrote:
That said, it's important to consider the strengths of the individual god. For Artemis, she is a late game carry relying mainly on basic attacks, so something like Transcendence may not be necessary. Also, although most people consider Bloodforge to be overly expensive for what it brings, it MIGHT be pretty decent for Artemis. The high power and decent lifesteal are good, but the blood shield - if it holds up - is an aid to helping her survive dangerous teamfight situations after securing a kill, since she doesn't have any true escapes.


I never even considered Bloodforge until its passive got changed, however now that it grants a shield that increases movement speed and attack speed, I find it much more viable. For arenas, it allows me to play a lot more aggressive as I know it'll give me a shield on kills, allowing em to move from one enemy to the next, hence the Penta-Kills, which I actually got all in one game on PS4.

Thanks for the input, I'll definetly try out some of the things you mentioned, and I'll let you know how they go.
1
Branmuffin17 (394) | June 15, 2016 2:51pm
Hey Blackclaw,

Regarding Titan's Bane, my mention of that was to replace another penetration-type item ( The Executioner), not Wind Demon. I absolutely always support 2 crit items if you build into crit.

Regarding Rage, again, I support 2 crit items, so I'm just saying I think Wind Demon is a better standard option compared to Rage, for the higher power and the passive.

Regarding clearing, understood, and makes sense. The passive will help clearing in the early game. If you don't have any problems, you don't have any problems. I didn't know, so was just wondering.

Regarding the attack speed cap, yeah, when Vengeful Assault isn't up, that IS true that the attack speed from Ninja Tabi will definitely help keep up her DPS. Maybe better in Arena, where you might be attacking a lot, even when Vengeful is down. In Conquest, I'm thinking Warrior Tabi is probably the better choice, as you won't usually be engaging for more than a few seconds at a time before regrouping or whatever.

Thanks for the clarification and explanation! Also, still suggest adding starting items for conquest builds, just to be able to show a complete sequence of items.

Edit: Oh, and since I mostly played Assault back in the day, I've always been concerned with sustain, so Bloodforge has always been on my radar with regard to early items, since stacking items like Devourer's Gauntlet and Transcendence aren't allowed. It's usually the first thing I've bought when I rolled Artemis and had no healer...or even when I did have a healer.
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1
Blackclaw185 | June 15, 2016 6:40am
*Edits* I added a third build, similar to the Thanatos build I made, meant to be used to play aggressively for Penta-Kills. Updated the intro slightly, and the Items section to include Bloodforge.
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League of Legends Build Guide Author Blackclaw185
Artemis - That's Just Mean (Penta-Kill Build)
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