Vote received! Would you like to let the author know their guide helped you and leave them a message?
Protector: Arguably the best jungle starter for any assassin thanks to the pure stats it provides, but Baka Really enjoys the 30% AS.
Gblade: Huge value early/mid for farming but can be valuable late-game for pushing waves and if enemies are tightly grouped... That being said it can be sold late for something like a bloodforge for a pretty good power spike and snowball potential. The passive double-procs during your ult autos if you hit more than one target, so consider keeping it if you find you're consistently hitting multiple gods with your ult autos.
Hastened: Baka is one of the few gods who really likes this item since he has no CC in his kit outside the ult cripple and really wants to stick to enemies for repeated autos.
Ferocious Exe : Despite not having the best attack chain for it, Exe has always been a consideration for Baka. This new glyph plus the recent serrated nerf puts it as the premier AA cap pen item alongside silverbranch.
Quins: Makes your autos beffier and more capable of shredding high hp targets. Pseudo-buffed with 9.5 HP changes.
Silverbranch : Since it's buff at the beginning of the season it's bought by most gods that approach capped att spd. While you don't need the percent pen when your 2 is up, you don't have CDR, so it's welcome. And with full build you overcap att spd.
Now that the first buff spawns are weaker and you can't instantly consume the buff holder, the AoE on your 1 is more valuable to level at 1.
New in 9.1 is the CD reduction put on his 2 (which scales as you level it) so you should pretty much always level your 2 after the 3.
Tap each threat level to view Bakasura’s threats
Bloodforge: Particularly with Exe glyph in the build and already reasonably overcapped AS, this is your go-to gblade replacement late if you built exe.
Toxic: Good AS and your only consistent option for antiheal. If the enemy team, especially one of your 'primary targets' (mid/adc), has lots of healing/lifesteal (esp. Anubis/Hades), replace Silverbranch in the build, but probably build 4th (and move Quin's back 1). Silverbranch then becomes your Gblade replacement late.
Magi's: Potential final item if you're getting CC'd too much to get in. Glyph less you punish enemies for popping your bubble. Will replace exe as your glyph, so consider the following as a gblade replacement late:
Serrated: By the time you are autoing enemy gods your 2 and 3 should always be on cooldown (and sometimes your 1 as well), so you get lots of value from the passive.
Berseker's: If you are having trouble with the enemy jungler/ADC you can consider this as a swap built similar to toxic blade. The prots will get compounded by your starter for FG fights late. As of 9.3 this is a much more niche swap as it no longer gives you such a powerful offensive spike when low and offers no pen.
Shogun's: The only magic defense item you'll ever consider (if the enemy is especially magically stacked), although you don't necessarily utilize the base stats as well as others (also a reminder, Shoguns' passives don't stack if an ally has purchased it).
Obow: Potential (cheap) swap for Golden blade late if you aren't able to get the picks to make use of the Bloodforge passive. Gives more stacks for your silverbranch with wider aoe procs than Golden blade, but overall less power than Bloodforge.
Hey! So this was my first guide on here. I enjoy an occasional Bakasura game and noticed there hadn't been a conquest guide for him since mid-S8 and a few things had changed (mostly in his favor!) since then. I'm doing my best to update at least through the end of S9.
Start
Thanks to 9.5 bonus changes, invading is far less feasible now...
Starts are still a bit up in the air... either spd -> red -> wave one with mid (at the end of which you should be level 2). or red -> spd -> first back camp -> wave. Right now I would level your 1 first as you don't get as much value from your 2 with lower HP first camps. HoG is an option if you want to instantly clear the second buff you do, but there's no need to force an early fight thanks to early tankiness in 9.5.
Early Game
If you managed to kill the jungler in the early 2v2 feel free to go and take their closest back camp (use your 2 on the big harpy) before going to your farm. Use your 2 pretty much on cooldown if you can and try to be consistently killing jungle monsters to keep your passive stacked. Try to keep track of timers and help your mid with the first couple respawns of their buff... it's pretty tough for them to solo right now. Back as soon as you get the gold for Gblade as it vastly improves your clear. Until you have ult, you do not have very good gank potential. Also remember mid harpies had their xp increased in 9.7, so getting the timer on them is more important than ever.
Mid Game
Your first 'power spike' is when you finish hastened (and ideally have a fully stacked ult). This enables you to actually gank. Usually you will use your 2 on a jungle camp almost immediately before a gank for the prot increase (and to ensure your passive stays stacked). Ideally, blink to engage and immediately pop your 3. Auto and use your ult for CC immunity and to stop enemy escape. If you were a little off with your blink, probably ult immediately after you 3 for the AoE autos and slow/cripple. Save your leap (1) to avoid cc/chase down a target. If your 2 is ever up mid-gank, immediately use it on a nearby creep/ult minion. This heals you, gives you prots, and (as of 9.1) lowers the CD of your 1 and 3.
If you can, ward aggressively and try to keep track of enemy buff camp timers. If you see the enemy jungle headed towards duo while you are on the solo side of mid you can easily steal some of their farm. You have excellent secure for buff camps thanks to your 2, so if you are comfortable and know when they come up, definitely try to steal those.
You still want to be a little more focused on farm than the average jungler and you don't really want to gank unless the enemy is quite low or your ult is up (and mostly stacked).
Late Game
Once you are full build you can 1v1 anyone if you play around CC. Definitely try to pick people off. Try to play around when crucial abilites are down and get big cripples with your ult during late-game team fights. If you and your solo are on the same page, you can use your leap aggressively for the bonus damage debuff it provides, but a lot of times your 1 will be an escape rather than an engage. You have pretty good sustain, so don't be afraid to back out of a fight, clear a jungle camp or two (use your 2) and then try to hop in again instead of backing.
If a tank is eating tower/phoenix shots don't forget to take out said tower/phoenix with your capped AS!
As of 9.7 you finally have some real options for glyph upgrades in a standard build. You usually want to capitalize on this in every game.
The trebuchet is an interesting tool. Easy to get and should be in your invade/farm path. Don't forget the chalices spawn at 6 min.
Thanks for reading and stay hungry! :)
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
Leave a Comment This author would like to receive feedback
and suggestions about their guide.
You need to log in before commenting.
Collapse All Comments