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Arthur Arena Build 10.1

20 3 30,500
8.9
by Fern-Atoel updated February 20, 2023

Smite God: King Arthur

Build Guide Discussion 0 More Guides
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King Arthur Build

Bluestone Build (Bruiser/Offensive Focus)

Notes This build is recommended when there is another frontliner backing you up. Especially with one such as Geb or kumbhakarna that allow you to be more aggressive without having to worry about taking all the enemy team to your face. King Arthur's natural bulk with his passive, along with the deffensive bulk given with items, allows for focusing on staying in the fight safely, while still draining enemy health with constant ability spam and item procs. YOU WILL NOT BE IMMORTAL. This build has significantly less damage mitigation than the second build. You have to still be smart, diving into an enemy team and getting hit by a Nox combo will still suck!

Notes

This build is recommended when there is another frontliner backing you up. Especially with one such as Geb or kumbhakarna that allow you to be more aggressive without having to worry about taking all the enemy team to your face. King Arthur's natural bulk with his passive, along with the deffensive bulk given with items, allows for focusing on staying in the fight safely, while still draining enemy health with constant ability spam and item procs. YOU WILL NOT BE IMMORTAL. This build has significantly less damage mitigation than the second build. You have to still be smart, diving into an enemy team and getting hit by a Nox combo will still suck!

Build Item Bluestone Brooch Bluestone Brooch
Build Item Gladiator's Shield Gladiator's Shield
Build Item Prophetic Cloak Prophetic Cloak
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Stone of Binding Stone of Binding
Build Item Heartseeker Heartseeker

Core Build (Tanky/Defensive Focus)

Notes This build is much more traditional to the King Arthur experience, and I highly recommend using it as opposed to the damage build if you have no other frontline, or if you're still getting used to the character. The amount of damage mitigation in this build is absurd, to the point of overkill, and many of the items are flexible to be interchanged with counter picks when needed. Once you fully stack Prophetic Cloak, you will become extremely tanky, allowing you to become a constant nuisance to the enemy team and dishing out CC for your allies. Arondite is there as a decent power boost, while also giving much needed movement speed. Since king Arthur’s ult is usually available, you will be able to take advantage of the 45 second cooldown. At level 20 with the build fully online, most gods will really struggle to take you down unless they absolutely dump their kits on you, which should allow for your team to clean them up IF YOU ARE ALL COORDINATED.

At full stacks, and at level 20, this build will give you 3169 hp, 50 hp5, 1030 mana, 42.4 mp5, 308 physical protections and 325 magical protections out of combat, 40% cooldown, and around 110 power to play around with!

Notes

This build is much more traditional to the King Arthur experience, and I highly recommend using it as opposed to the damage build if you have no other frontline, or if you're still getting used to the character. The amount of damage mitigation in this build is absurd, to the point of overkill, and many of the items are flexible to be interchanged with counter picks when needed. Once you fully stack Prophetic Cloak, you will become extremely tanky, allowing you to become a constant nuisance to the enemy team and dishing out CC for your allies. Arondite is there as a decent power boost, while also giving much needed movement speed. Since king Arthur’s ult is usually available, you will be able to take advantage of the 45 second cooldown. At level 20 with the build fully online, most gods will really struggle to take you down unless they absolutely dump their kits on you, which should allow for your team to clean them up IF YOU ARE ALL COORDINATED.

At full stacks, and at level 20, this build will give you 3169 hp, 50 hp5, 1030 mana, 42.4 mp5, 308 physical protections and 325 magical protections out of combat, 40% cooldown, and around 110 power to play around with!

Build Item Sigil Of The Old Guard Sigil Of The Old Guard
Build Item Prophetic Cloak Prophetic Cloak
Build Item Gladiator's Shield Gladiator's Shield
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Spirit Robe Spirit Robe
Build Item Arondight Arondight

Potential counter/team comp items

Notes Shogun's: If your team is primarily ADC and no-one else picked this up, even if it doesn't benefit Arthur it will still help the game go in your favor. Support the team at the cost of your own damage! At least it helps against mages, and gives you some mp5 for your troubles

Spectral: If you notice you're getting melted, and it's mostly from that merc with the crit build, pick this up and save yourself from 40% of the suffering

Pestilence: (if contagion get's put back in the game that'll also be here) Pick this up to make the enemy chang'e even more depressed, or if you notice they're healing faster than you can damage them.

Heartseeker: if you are REALLY confident you are going to win, and just want to hit even harder, why not add some extra dots to every ability you throw out there! Add fuel to the fire, go out there and make them F6 Kings, Queens, and Royalty of all kinds.

Sovereignty: This item works extremely well in almost any scenario, and could be considered part of the tanky core build. The only reason it isn't is because the hp5 is significantly less valuable in an arena setting, at least compared to flat mitigation and protections. However, if your team is struggling against an enemy team comprised mostly of physical damage dealers, I would highly recommend this item.

Blink: As a relic, blink is a serious risk in arena. With the amount of constant CC, damage keeping you in combat, and how good shell currently can be, it's tough to justify it in most scenarios, at least in my experience. However, if your team is struggling to get to the enemy backline, blink can cover a lot of Arthur's predictable and un-subtle movement options, and might net a kill that snowballs into an enemy team wipe if you land a good ult. However, be warned that if you aren't synced with your team, and they abandon you, chances are you will die alone out there, and no amount of VGS spamming will ever make that feel good.

Brawler's: If you need anti healing as well as damage, brawler's is the only real choice. IMO the new passive isn't the most impactful, but the extra power and pen can be a solid help ontop of the anti healing.

Notes

Shogun's: If your team is primarily ADC and no-one else picked this up, even if it doesn't benefit Arthur it will still help the game go in your favor. Support the team at the cost of your own damage! At least it helps against mages, and gives you some mp5 for your troubles

Spectral: If you notice you're getting melted, and it's mostly from that merc with the crit build, pick this up and save yourself from 40% of the suffering

Pestilence: (if contagion get's put back in the game that'll also be here) Pick this up to make the enemy chang'e even more depressed, or if you notice they're healing faster than you can damage them.

Heartseeker: if you are REALLY confident you are going to win, and just want to hit even harder, why not add some extra dots to every ability you throw out there! Add fuel to the fire, go out there and make them F6 Kings, Queens, and Royalty of all kinds.

Sovereignty: This item works extremely well in almost any scenario, and could be considered part of the tanky core build. The only reason it isn't is because the hp5 is significantly less valuable in an arena setting, at least compared to flat mitigation and protections. However, if your team is struggling against an enemy team comprised mostly of physical damage dealers, I would highly recommend this item.

Blink: As a relic, blink is a serious risk in arena. With the amount of constant CC, damage keeping you in combat, and how good shell currently can be, it's tough to justify it in most scenarios, at least in my experience. However, if your team is struggling to get to the enemy backline, blink can cover a lot of Arthur's predictable and un-subtle movement options, and might net a kill that snowballs into an enemy team wipe if you land a good ult. However, be warned that if you aren't synced with your team, and they abandon you, chances are you will die alone out there, and no amount of VGS spamming will ever make that feel good.

Brawler's: If you need anti healing as well as damage, brawler's is the only real choice. IMO the new passive isn't the most impactful, but the extra power and pen can be a solid help ontop of the anti healing.

Build Item Shogun's Kusari Shogun's Kusari
Build Item Spectral Armor Spectral Armor
Build Item Pestilence Pestilence
Build Item Sovereignty Sovereignty
Build Item Heartseeker Heartseeker
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Blink Rune Blink Rune

King Arthur's Skill Order Notes Level your 1 first, it does the most damage and is great for poke. Your 2 is mostly a CC ability, with less value per level, so I recommend leveling it last. The 3 is your second highest damaging basic ability, so level that after the 1 is finished. Level the ult whenever possible, the damage is solid and it has a very short cooldown.

Notes

Level your 1 first, it does the most damage and is great for poke. Your 2 is mostly a CC ability, with less value per level, so I recommend leveling it last. The 3 is your second highest damaging basic ability, so level that after the 1 is finished. Level the ult whenever possible, the damage is solid and it has a very short cooldown.

Overhead Slash / Hamstring

1 X Y
Overhead Slash / Hamstring
1 4 6 7 10

Battle Stomp / Uppercut

2 A B
Battle Stomp / Uppercut
2 15 16 18 19

Twin Cleave / Bladestorm

3 B A
Twin Cleave / Bladestorm
3 8 11 12 14

Sundering Strike / Excalibur's Wrath

4 Y X
Sundering Strike / Excalibur's Wrath
5 9 13 17 20
Overhead Slash / Hamstring
1 4 6 7 10

Overhead Slash / Hamstring

1 X
Standard (Overhead Slash): King Arthur deals a devastating overhead blow in Melee range that creates a slashing attack that travels forwards. Enemies hit by the Melee strike take bonus damage from the Slicing attack.

Combo (Hamstring): King Arthur swipes low, crippling and damaging enemies that are struck.

Ability Type: Line, Damage
Slash Damage: 60 / 110 / 160 / 210 / 260 (+60% of your Physical Power)
Melee Bonus Damage: 30 / 35 / 40 / 45 / 50%
Combo Damage: 70 / 125 / 180 / 235 / 290 (+60% of your Physical Power)
Cripple Duration: 1.25s
Energy Gain: 3
Range: 70/30
Cost: 35 / 40 / 45 / 50 / 55
Cooldown: 14s
Battle Stomp / Uppercut
2 15 16 18 19

Battle Stomp / Uppercut

2 A
Standard: King Arthur stomps on the ground with heavy force, causing enemies around him to take damage and become slowed.

Combo: King Arthur charges forward, stopping on first god hit. At the end of the charge King Arthur unleashes an uppercut, knocking up enemies into the air.

Ability Type: Circle, Slow, Damage
Stomp Damage: 55 / 80 / 105 / 130 / 155 (+40% of your Physical Power)
Slow: 30 / 32.5 / 35 / 37.5 / 40%
Slow Duration: 2.5s
Uppercut Damage: 50 / 95 / 140 / 185 / 230 (+40% of your Physical Power)
Energy Gain: 4
Range: 20/35
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 14s
Twin Cleave / Bladestorm
3 8 11 12 14

Twin Cleave / Bladestorm

3 B
Standard: King Arthur unleashes two cleave attacks while charging forward. Enemies hit by a cleave take damage and have their protections reduced.

Combo: King Arthur swings Excalibur around him, charging forward and damaging enemies 5 times before winding up a final strike that deals more damage. King Arthur is immune to Knockup for the duration.

Ability Type: Dash, Debuff, Damage
Cleave Damage: 35 / 60 / 85 / 110 / 135 (+30% of your Physical Power)
Protection Shred: 10%
Spin Damage: 15 / 35 / 55 / 75 / 95 (+15% of your Physical Power)
Final Damage: 35 / 90 / 145 / 200 / 255 (+40% of your Physical Power)
Energy Gain: 1.5
Range/Radius: 30/10
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 16s
Sundering Strike / Excalibur's Wrath
5 9 13 17 20

Sundering Strike / Excalibur's Wrath

4 Y
35 Energy (Sundering Strike): King Arthur winds up a massive jab, charging forwards slightly before striking. Enemies hit by this jab are stunned for 1s.

80 Energy (Excalibur's Wrath): King Arthur charges forward with Excalibur drawn. If King Arthur hits an enemy god, he launches them into the air and unleashes a barrage of 6 attacks, after which he launches them back to the ground dealing damage to the target and any enemy below.

Ability Type: Line, Stun, Damage
Jab Damage: 100 / 155 / 210 / 265 / 320 (+65% of your Physical Power)
Charge Damage Per Hit: 10 / 25 / 40 / 55 / 70 (+10% of your Physical Power)
Charge Max HP Damage per Hit : 2% Max HP Damage as Physical Damage
Landing Damage: 50 / 100 / 150 / 200 / 250 (+50% of your Physical Power)
Landing Max HP Damage: 5 / 6 / 7 / 8 / 9% Max HP Damage as Physical Damage
Mana Cost: 35 (80) Energy & 40 Mana
Cooldown: 20s

King Arthur Threats

Tap each threat level to view King Arthur’s threats

Max
3
Major
2
Even
2
Minor
0
Tiny
0

King Arthur Synergies

Tap each synergy level to view King Arthur’s synergies

Ideal
2
Strong
1
OK
2
Low
0
None
0

King Arthur, Combo God That's (kind of) Immortal

King Arthur is a warrior that has a very unique kit. Being a stance character, he changes from his basic stance to a "combo" stance between each ability cast. This allows him to have an extremely aggressive (and mana hungry) playstyle that is unique, fun, and very appealing to new players. His passive also gives considerable defenses when landing abilities, adding even more reward for spamming all the buttons on your keyboard/controller until everything dies. Given all this info, why does every King Arthur you get teamed up with dive in and get slaughtered immediately? People online tend to be quick to minimalize this by saying it's how he attracts new players, especially in arena, where the game mode is more casual and open to terrible matchmaking. And while yes, part of the problem might be the rank 1 King Arthur is getting matched with the 50 star Scylla, I believe the true issue is exactly what makes King Arthur his own God, and how players can be doing so much more with him, by just being a bit more patient.

King Arthur out here INTING

As stated all last chapter, King Arthur's abilities reward spamming them out there as fast as possible. Taking him into jungle practice, new players will get so hype just blasting off 8 abilities in a row, getting a ton of damage off, and seeing all the stacks of mitigation popping off!

THIS WILL GET YOU KILLED IN MATCHES.

This might seem like a no brainer to some people. But we have all been in games where this is exactly what happens. Everyone grabs their buffs, both teams start making their way to the middle, and the King Arthur immediately falls face first into the keyboard, firing every ability directly into the enemy Cerberus, getting locked down by an Eset bubble, and getting melted, much to the dismay of the ally team. Occasionally, this behavior works out for the Arthur players, and like any bad habit it becomes harder to break every time. What's important to realize is that the reason they survive is because the enemy team was so dumbfounded, they missed the billion CC's that would have killed the Arthur dead. This is not a "god gamer" moment for the Arthur montages, this is rewarding bad habits!!

So what? am I saying not to spam on the spammiest of spam gods? No, I would never presume to tell you that. I'm saying there's a right way to spam, and not only does it keep you not 4/15/10, it is also way more fun and engaging!

Putting the Fighting Game in King Arthur

When King Arthur was first getting announced, it was pretty common (and still is) to hear people say "he plays like a fighting game." The way a lot of King Arthur players play him is a lot like how people play fighting games, all buttons, no blocking, no patience.

PATIENCE IS KEY!!!!

If King Arthur plays like a fighting game, PLAY A FIGHTING GAME! Don't just dive face first into the enemy team, do no damage, waste your CC, and run away while your team is off building stacks! Take a deep breath, wait, and watch. Keep an eye on where everyone is, and wait for an opportunity. and when you see one, don't just smash all the buttons to do damage, learn what each ability does and take advantage of the synergy they have together. Using the knock-up and the slow, saving the ranged 1 for when they try to use their escape, holding onto your ult until you have backup that can take advantage of it. Use the combo 2 and the blue stance 3 as an escape. You can't cancel the combo 3 (spin to win) early, and it doesn't make you any faster, just more dead. Take advantage of the small ultimate as well! the stun can be hugely valuable in team fights where the enemy team is more grouped up, especially since it can stun multiple people, and keep them inside ally abilities, unlike the powered version of the ultimate, which can make allies very upset when you lift the enemy out from 3 ults just to do 200 some odd damage in total, plus giving time for aegis to come back online. I would know. It happens to all of us.

TAKE ADVANTAGE OF HOW GOOD YOUR POKE IS

Both of Arthur's 1s are great poking tools for testing weaknesses, chipping away at health, and GETTING STACKS ON PROPHETIC'S. if possible, every ten seconds try to use that one to poke someone, getting 30 stacks as quickly as possible to build up your defenses. This can also be used to start up the combos, or signal to your team who you will be trying to focus down.

Blue buff is also CRAZY important on Arthur for most, if not all of the game. He is so mana hungry it's insane, even playing more patiently than not, and unless you want to be walking (or being sent) back to tower every fight, I recommend keeping your eye on when you can grab a quick blue buff, preferably when your team isn't out there dying

Conclusion

King Arthur is a crazy fun god that has a crazy learning curve. When you're just starting off, especially as a new player, you'll feel like an actual god out there. However, once your opponents start getting smart enough to know how Arthur works, you gotta be even smarter than that, and start playing with strategy and patience! Take your time, take advantage of the mistakes enemies make, and punish them! Arena is extremally comp dependent, and sometimes Arthur isn't the best choice, but with solid teamwork (ON YOUR PART AS WELL) you can get some pretty good momentum going!

REMEMBER, YOU ARE NOT A ONE-PERSON ARMY, ENEMY TEAM CAN AND WILL FOCUS YOU DOWN IF YOU ACT LIKE IT

Play to your team's strengths and cover their weaknesses! That is the role of all supports/tanks, which King Arthur usually is. Even casual arena needs teamwork if you want to win, plus it becomes way more fun, which is what it should be!

Thank you for taking all the time in reading this guide! I hope it's at least somewhat decent, I just notice a consistent pattern of King Arthur players struggling, so I wanted to throw my hat into the ring! Have fun out there, for today, we become legends!

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