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Bakasura -- The Great Devourer -- Gluttonous Beast

12 1 42,696
by NigglyPuff updated March 8, 2014

Smite God: Bakasura

Build Guide Discussion 11 More Guides
Choose a Build: Getting Bheema back. (Conquest)
Getting Bheema back. (Conquest) Endless Abyss (Arena)
Tap Mouse over an item or ability icon for detailed info

Bakasura Build

Appetizer (Start with)

Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Purification Beads (Old) Purification Beads (Old)
2
Build Item Tabi Tabi

Main Course (Core)

Build Item Warrior Tabi Warrior Tabi
Build Item Fatalis Fatalis
2
Build Item Hastened Fatalis Hastened Fatalis
Build Item Bloodforge Bloodforge
3
Build Item Asi Asi
3

Dessert (Late game/situational)

Build Item Rage Rage
2
Build Item Malice Malice
Build Item Deathbringer Deathbringer
3
Build Item Qin's Blades Qin's Blades
2
Build Item Qin's Sais Qin's Sais
Build Item Frostbound Hammer Frostbound Hammer
3
Build Item Golden Bow Golden Bow
3
Build Item Heartseeker Heartseeker
3

DEVOURER (Final build example/what I personally use)

Build Item Warrior Tabi Warrior Tabi
Build Item Asi Asi
Build Item Hastened Fatalis Hastened Fatalis
Build Item Qin's Sais Qin's Sais
Build Item Malice Malice
Build Item Rage Rage

Table Scraps (Useful Actives)

Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Enfeebling Curse Enfeebling Curse
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Fist of the Gods Fist of the Gods
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)

Bakasura's Skill Order

Take Down

1 X Y
Take Down
2 10 14 17 18

Eat Minion

2 A B
Eat Minion
1 7 12 15 16

Butcher Blades

3 B A
Butcher Blades
3 4 6 8 11

Regurgitate

4 Y X
Regurgitate
5 9 13 19 20
Take Down
2 10 14 17 18

Take Down

1 X
Bakasura leaps to his ground target location, dealing damage to all enemies in the area, increases the damage they take from all sources by 10% and lowers their healing received for 3s.

Ability Type: Circle, Leap, Damage
Damage: 100 / 160 / 220 / 280 / 340 (+60% of your Physical Power)
Damage Taken Increase: 10%
Healing Reduction: 40%
Duration: 3s
Radius: 15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Eat Minion
1 7 12 15 16

Eat Minion

2 A
Bakasura grabs a minion and devours it, healing himself, restoring Mana, reducing his 1st and 3rd ability cooldowns, and gaining a Protections Buff. Large Jungle monsters must be at 33% Health to be eaten, but will provide 2 minions toward Regurgitate. Up to 6 minions can be stored for Regurgitate.

Ability Type: Target, Buff
Heal: 60 / 115 / 170 / 225 / 280 (+70% of your Physical Power)
Mana Restore: 60 / 65 / 70 / 75 / 80
Cooldown Decrease: 1.5s
Protections: 10 / 15 / 20 / 25 / 30
Protections Duration: 10s
Cost: 40
Cooldown: 10 / 9.5 / 9 / 8.5 / 8s
Butcher Blades
3 4 6 8 11

Butcher Blades

3 B
Bakasura passively gains Physical Power. When activated, he gains additional true damage on each strike for the duration.

Ability Type: Buff
Passive Physical Power: 5 / 10 / 15 / 20 / 25
True Damage: 10 / 25 / 40 / 55 / 70
Duration: 6s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Regurgitate
5 9 13 19 20

Regurgitate

4 Y
Bakasura regurgitates all of the minions consumed by his Eat Minion ability at his ground target location that Slows for 3s and Cripples enemy players. This area lasts for 6s. Bakasura's Basic Attacks become cone attacks and he is immune to Crowd Control for a short duration. Bakasura is able to use Eat Minion on his regurgitated minions.

Ability Type: Circle, Buff, Damage
Slow: 30 / 32.5 / 35 / 37.5 / 40%
Slow Duration: 3s
Cone Attack Duration: 6s
CC Immunity Duration: 1.5s
Minion Damage: 17 (+15% of your Physical Power)
Radius: 25
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90 / 85 / 80 / 75 / 70s

Introduction.

(credited to Darwine)


The famed "Worst God in the game" has recently received an unnecessary patch (that we'll go over later on within the guide) and I feel as though there aren't any true guides that show just how to play as him. As an avid Baka-head, I feel it's necessary for me to provide the community of Smite with a build that not only works in terms of situational, arena matches, and of course conquest, but as something to finally end the negative rep that Bakasura seems to receive.

Why and When to play as Bakasura

Why:

Bakasura, when played properly, can be quite an intimidating opponent to any single player who is unlucky enough to cross him within the Jungle during Conquest, or to be blindsided by him during a game of Arena. His raw, physical power and true damage is easily enough to attract any budding assassin player to him.

When:
Bakasura is definitely a situational god. DO NOT auto-lock him just because you want to play as him or think he's 'cool'. In any team based game, it is important to watch and see what your team builds towards. If you're lacking in a Bruiser/Assassin, feel free to pick Bakasura; HOWEVER, it is generally a BAD idea to stack assassins.

The good, the bad, and the ugly (Pros and Cons)


Pros!

[1.] Amazing damage.

[2.] Passive fits well for his character:
Insatiable Hunger

[3.] Can sustain himself

[4.] Great Jungler (for conquest games)

[5.] Ganks will almost always ensure a kill

[6.] Can clear Jungle Camps with ease with the use of
Hand of the Gods
and eat minions

[7.] Has a useful escape ( Take Down)

[8.] Quite honestly one of the BEST voicepacks in the game.

[9.]
He's simply 'the bestest'
Cons!

[1.] Immensely squishy.

[2.] Head literally explodes at the sight of CC titans.
( Bacchus, Freya, Agni, Ao Kuang, etc..)

[3.]
Little to none CC ( Regurgitate being the only slight instance of CC)

[4.]
Ultimate's CC immunity is only 1.5 seconds long, (Previously mentioned unnecessary nerf.) this makes it difficult to secure a large number of kills without receiving, if not all, a load of CC -- possibly ending Bakasura's ult early.

[5.]
Bakasura's jump is just ridiculous.

Skills


Insatiable Hunger

Passive

Description:


"Bakasura's attack and movement speed temporarily increases for each enemy that he kills"

Terminology:

Ability: Buff

Affects: Self

Attack Speed per Stack: 3%

Movement Speed per Stack: 10%

Buff Duration: 10s

Max Stacks: 3
Take Down

Keybind 1

Escape/Initiator

Description:


"Bakasura leaps to his ground target location, doing damage to all enemies in the area and reducing their physical protection."

Terminology:


Ability: Ground Target

Affects: Enemy

Damage: Physical

Radius: 15

Damage: 100 / 160 / 220 / 280 / 340 (+60% of your physical power)

Physical Protection Debuff: 20

Duration: 3s

Cost: 60 / 65 / 70 / 75 / 80

Cooldown: 12s
Eat Minions

Keybind 2

Sustain

Description:


"Bakasura grabs a minion and devours it, healing himself and gaining a protections buff. Buff wielding minions must be at 33% health to be consumed. Up to 6 minions are stored for Regurgitate."

Terminology:

Ability: Melee Target

Affects: Enemy Minion

Damage: Physical

Heal: 70 / 120 / 170 / 220 / 270 (+70% of your physical power)

Protections: 10 / 15 / 20 / 25 / 30

Protections Duration: 5s

Cost: 75

Cooldown: 18s / 17s / 16s / 15s / 14s
Butcher Blades

Keybind 3
Self buff/Active steroids

Description:


"Bakasura passively gains physical power. When activated, he gains additional true damage on each strike for the duration."

Terminology:

Ability: Buff

Affects: Self

Damage: True

Passive Physical Power: 10 / 15 / 20 / 25 / 30

True Damage: 10 / 25 / 40 / 55 / 70

Duration: 6s

Cost: 60 / 65 / 70 / 75 / 80

Cooldown: 14s
Regurgitate

Keybind 4

Ultimate

Description:


"Bakasura exposes his head, regurgitating all of the minions consumed by his Eat Minion ability at his ground target location that slows and cripples enemy players. Bakasura's basic attacks become cone attacks and he is immune to crowd control for the duration."

Terminology:

Ability: Ground Target

Affects: Enemy

Radius: 25

Slow: 15% / 20% / 25% / 30% / 35%

Cone Attack Duration: 6s

CC Immunity Duration: 1.5s

Cost: 80 / 90 / 100 / 110 / 120

Cooldown: 90s

Items I use and why (my preferred build)


Disclaimer


The items that I personally use and prefer does not necessarily mean that you should use them or will prefer them. I do not suggest you follow these items to a 't', but instead use what you personally like and experiment -- I love learning new situational builds!

Warrior Tabi
Overall Cost: 2150 Gold


+30 Physical power

+9% Attack speed


UNIQUE
- +18% Movement Speed (Speed does not stack with other boots).
PASSIVE - You gain +15 Physical Penetration.


What? Why?
- Believe it or not, Bakasura can be a ridiculously slow character in comparison to other gods early on in a game. With the aid of Warrior Tabi you're not only getting a slight boost in movement speed, which SHOULD hold you over until the next item, but also offers a bit of extra penetration -- A word Bakasura knows oh too well about.


Hastened Fatalis

Overall Cost: 2140 Gold

Attack Speed +30%

Movement Speed +10%

PASSIVE - When a basic attack hits a target, the attacking movement speed debuff is removed from you for 1 second.

What? Why?
- Now I know this isn't the norm for most assassin builds you may see, (or perhaps it is!) but I personally take Hastened Fatalis do to my preference of it's passive. Regular Fatalis increases your movement and attack speed upon each successful hit, which is great! Don't get me wrong; however, Hastened Fatalis allows for the user to not only move and get off multiple attacks quickly, (maybe not as fast as regular Fatalis, but still pretty damn fast.) but also effectively chase and almost 'stick' to an enemy do to no speed debuff from attacking.


Qin's Sais
Overall Cost: 2650 Gold

+30 Physical Power

Physical Lifesteal +15%


Attack speed +25%

PASSIVE - On basic attack hits, deal physical damage equal to 20 + 6% of the target's missing health. This only affects gods.

What? Why? - Now I know that often times Qin's Blades is set aside as a "situational" item to be put into a build; however, with the way that I personally build up Bakasura, Qin's Sais is an essential. For lack of a better term, these are what will keep you alive early and mid game. Not only do they offer a bit of an extra punch to Bakasura's already insane damage output, but they also add onto his constantly growing attack speed (which is great for his ult) and offer the first bit of lifesteal to help better sustain and keep Bakasura out and about in the jungle or arena match.


Malice
Overall Cost: 3100 Gold

+25 Physical Power


Critical Strike Chance +40%


Attack Speed +9%


What? Why? - Now I know the norm for most assassins is to pick up Rage do to it's ridiculous crit damage and the fact that the chance constantly heightens if you do not land a crit; HOWEVER, Malice serves as a fantastic secondary. (personally even my favourite over Rage) Not only does it give you more physical power (+5 over Rage), but also holds a whopping 40% increase in crit striking. An increase that, when mixed with Hastened Fatalis and Qin's Sais, seems to occur even more so than regular Rage can dish out.


Deathbringer
Overall Cost: 3150 Gold

+50 Physical Power

Critical Strike Chance +20%

Passive - +50% Critical Strike Damage

What? Why? - Now you shouldn't EVEN be asking why this would be a good item for Bakasura on a build of this stature. The item not only adds to the absolute terror combo of the previously mentioned Hastened Fatalis + Qin's Sais + Malice, but also offers insane amounts of extra physical power, and it's amazing passive of making your crits from hitting around 300/400 to 400/500.


Asi
Overall Cost: 1850 Gold

+15% Physical Lifesteal

+30% Attack Speed

+15 Physical Penetration


PASSIVE - If you are below 35% Health, you gain an additional 25% physical and magical lifesteal for 5 seconds. Can only occur once every 15 seconds.

What? Why? - Somewhat of a Situational preference, and by all means can be switched out to fit the tide of battle or your preference, but I personally enjoy Asi for it's low cost as a final item, but also for it's additional sustain that it offers the oh so squishy Bakasura that has literally turned into a hell spawn by the end of this build. The item also offers ridiculous buffs in Bakasura's well needed Attack Speed whilst giving him a bit extra Physical penetration to get behind those tanky guardians.

An ode to actives!


(suggested by ZombieFoodstuffs)

Now then, a solid item composition isn't everything you're going to need to know about. "But Niggly!" You may cry, "You've shown me everything I need to know in order to build a good Bakasura but not play one 'cause I haven't read the next chapter!" and I would agree! But there's simply one problem: You have the items smart(s) for an offensive Baka, but you're lacking in what Bakasura needs the most -- defense.

This is why we'll be going over what useful actives you can use in order to give Bakasura a better chance of not coming home headless to a grieving wife and four hungry children.


Hand of the Gods
Overall Cost: 900 Gold

Cooldown: 60s

Description:

"Deals 480 damage to enemy minions, jungle camps and the Minotaur in a 15 ft radius. This will automatically kill the Fire Giant or Gold Fury if they are at or below 25% health. "

Why is this for me?

Let's face it: As Bakasura, you're going to be in the jungle the majority of the time. Whilst in the Jungle, you're going to be needing to capture buff camps and Furies. Early game, Bakasura just isn't fast enough (in terms of his attack) to really do loads of damage while being able to get away with a good chunk of health. This is where Hand of the Gods comes in. Not only can you use it at the beginning of a Jungle Camp assault to soften up the buff carrier, ending it all with a nice Eat Minions skill, but it can also be used later on to do moderate damage to the Minotaur or even take out the Fire Giant or Gold Fury like they were regular buff carriers.


Fist of the Gods
Overall Cost: 900 Gold

Cooldown: 90s

Description:
"Deals 480 damage to enemy minions, jungle camps and the Minotaur in a 15 ft radius. Also stuns all enemies in the radius for 1s. "

Why is this for me?

Much like Hand of the Gods it's counterpart Fist of the Gods can do ultimately the same thing; however, it does have one major difference. Instead of being able to do damage to the Fire Giant or Gold Fury -- it instead is able to stun enemy players and minions for 1s within a 15 ft radius. An active that could mean life or death for Bakasura.


Enfeebling Curse
Overall Cost: 900 Gold

Cooldown: 60s

Description:
"Using this item reduces all enemy gods ground speed by 40% in a 55 foot radius around you for 5 seconds. Their attack speed is also reduced by 30% for the duration."

Why is this for me?

Enfeebling Curse is one of those items that, if you as a Bakasura are having a hard time securing kills from escaping enemies, is a crippling god-send. Not only is it useful in terms of keeping an enemy from escaping Bakasura's wrath, but also it's quite useful in a team fight for slowing enemies and allowing one of your Guardians to rain liquid CC.


Purification Beads
Overall Cost: 900 Gold

Cooldown: 90s

Description:
"Removes crowd control effects and makes you immune for 3s. This also reduces all god cooldowns by 5 seconds."

Why is this for me?


Never in your life will you ever have been so happy to see Anal beads. Purification Beads is one of those items that EVERYONE utilizes do to it's helpful nature of legitimately being a "Get out of jail free card". As Bakasura, it'll allow you to easily escape any plotted CC setups (Like Ares No Escape skill.)

Surviving the Jungle and it's masses (How to play Conquest as Bakasura.)


Things are hard in the early game.

SO, you've gotten into a game as The Great Devourer himself -- Bakasura! Things are great, you're feeling good, looking as intimidating as ever, but something is wrong. From this guide, you were hoping you'd be some kind of bonefied badass and easily wrecking the enemy team; however, it's quite the opposite! You can't seem to get a bead on any one and you're constantly coming down with a case of 'violently exploding head syndrome' (VEHS). The problem here is that while, yes, you are an assassin, you're not playing arena (that'll come next.) As Bakasura you'll want to start out by equipping yourself properly (listed above) and moving out to secure jungle buff camps, for you and your allies, as well as fury camps to situate a bit of gold for you and your team. After about 4 to 5 fury/jungle camps, you should be at a point where your first three skills: Take Down, Eat Minions and Butcher Blades are active. Once at this point you should feel comfortable in assisting teammates with lanes, (via gank or just holding off minions) going to the other side of the jungle to secure enemy jungle camps/furies, or to even roam and spot enemies leaving lanes and entering the jungle or possibly where the enemy jungler is heading -- this can ensure an easy, early set of kills for you and your team.

Time to EAT (midgame)

So by this point you should be starting to get a bit more comfortable and out of that wittle Bakasura stage. For the majority of the early game you've stuck to farming furies and jungle camps, hopefully keeping the enemy from having either, and you may have secured a kill or two during heavily supported ganking operations; however, you've begun to transform into a beast that can sustain itself now. At this point you'll be wanting to focus more on ganking and assisting teammates in taking towers whenever possible. The enemy team will, more than likely, not be expecting the sheer damage output that you'll be able to deliver from souly farming furies and jungle camps. At this point you should be working your way through Qin's Sais and even onto Rage; however, just because you can do a lot of damage, whilst sustaining yourself, at a high rate, doesn't make you immortal. CC Focus on you from one or two gods can easily grant the enemy team an early end to you. So don't do anything too crazy and stick close to either a support or healer whenever possible. You're wanting to harass and scare the enemy -- not feed them and give them an upper hand.

Famine brought onto your team (lategame)

You've eaten, and eaten, and eaten and there just doesn't seem to be an end to your hunger. By this point you should be nearing the end of the previously mentioned build and able to sustain yourself quite well while dealing ridiculous amounts of damage. The enemy is on constant watch for you, allowing your teammates to either catch them off guard, or for you to even spring from the jungle and FEAST once more. Although you've come a long way from a budding lass with an appetite to an absolute black hole, experience suggests that the enemy team will have gained a few levels and items themselves -- still not making you safe from any form of counter gank or CC nuking, but if you're fortunate and have a team that will communicate, you should be all grouping up (the safest place Baka can be) and attacking either phoenixes or even the Minotaur.

How to play Arena as Bakasura



Come on guys, it's arena. You'll either do really really well, or get paired with a really really **** team.

Gods you should lane with and ones you should avoid. (Good pairs and bad enemies.)


Although Bakasura can surely do it all, there does come a point where he needs a bit of help! As there is one where he should DEFINITELY not be in lane with specified gods.
The Chart below will simplify the process.


Bakasura


The Great Devourer

Foes


Legend
Blue = Not so bad, but still a threat.
Yellow = Exert caution, but is still possible to deal with yourself.
Red = No survival, get out of there.


Agni
What are you doing in a lane with this guy? Okay, assuming you're not dead yet, this guy has massive CC with his Noxious Fumes and Flame Wave skills -- both of which will allow him to stun and do massive damage to you. Even if you attempt to escape, his Path of flame skill will allow him to easily close the gap and his Ult Rain Fire can easily block your path of escape, very easily securing kills.

Difficulty: STAY AWAY FROM HIM (Hard mode)

Forced to engage: The best thing I can tell you is that Agni is fairly squishy and the best way to deal with him is to gank from behind. This is assuming if you have someone to distract him long enough for you to come in and rain hell, otherwise you'll more than likely be stunned while he path of flame's away and then promptly be executed with Rain Fire.


Ymir
Alright, we all know him as a fellow friend and foe and typically he isn't too threatening; however, this is assuming you somehow find Ymir alone and without some powerhouse ready to nuke you back to base. More than likely the latter will be the case and it's no wonder -- With Ymir's Ice Wall skill he's able to possibly block you off while a mage or warrior hacks away at you. Now, it's not really the problem since Bakasura has his Take Down skill and can easily pass over this wall; however, Ymir also packs Frost Breath and Glacial Strike in his arsenal. Both skills that not only can do damage while slowing, but also literally freeze you in spot while enemy gods take pot shots at you. Ymir's ult Shards of Ice really doesn't have any danger other than having a potential snare effect until you can exit the AOE.

Difficulty: Potentially deadly, but also just a fat annoyance.

Forced to Engage: Definitely not the squishest of tanks, but very often times (at least when you find a stupid Ymir) they'll seal their own demise. With the use of Hastened Fatalis you'll be able to literally stick to him and hammer away while he desperately attempts to Ice Wall you out of existence. An action that not only blocks him from turning back, but possibly also stops pursuing allies. The only other skill that could serve some trouble is Frost Breath which potentially could stop you dead in place as he laughs all the way back to base.


Ao Kuang

More of an annoyance in terms of farming up your precious minions than anything, Ao Kuang still is able to offer a bit of danger. His Squall, and A MIGHTY STORM~ Tornadoes abilities can leave you a sitting, literally thrashing duck for the pickers if you don't die from the constant damage received from tornadoes. Another problem Ao Kuang persists is his slither ability which allows him to quickly run away from you (negated if you have Hastened Fatalis) Ao Kuang serves his true potential when paired with a character like Ares or Hades and he follows up their ults with his own Spirit Tempest

Difficulty: Very squishy alone, but can be the end of you if paired correctly.

Forced to Engage: As Bakasura, the norm and best case of action is to take most gods behind; however, this can prove difficult with a character like Ao Kuang since he's almost ALWAYS backed up by some form of support or warrior. The best course of action, in this case, would be to wait for him to waste some CC, turn on Butcher Blades and wreak havoc with a combination of Qin's Sais and Hastened Fatalis


Freya

I HATE, HATE, HATE, Freya. Not only because she's quite the force to reckon with in a lane, do to her Pulse ability that not only slows you and all allies nearby, but also heals Freya with each connecting hit. Her Banish skill also can ruin your day by launching you air-born and 'snaring' you while she either escapes or prepares to Irradiate you out of existence. Her Ult Valkyrie's Discretion is no laughing matter either -- for it does essentially the same thing that Pulse does, but with the added annoyance of Freya being invulnerable to any form of CC or attack. In short, SHE NEEDS A PATCH.

Difficulty: Underwhelming if you're in a group, but alone she can ruin your day.

Forced to Engage: Now Freya is the type that I really have no planned strategy for -- it's all kind of tossed into the air do to her abilities. The most success I've had playing against a 'GOOD' Freya I was in a group consisting of Hel, Ymir and Bakasura. The best course of action being to let her waste some CC on your tank and support, and go in for the kill as she goes to retreat -- this being if she doesn't instantly ult and fly away from you while blowing you up with pulse orbs.


Guan Yu

Guan Yu is one of those 'gods'. You know what I'm talking about, occasionally you'll come across one that just wrecks everything and then the norm is you'll find them weeping and sulking in the safety of their Gryphon statues. He's one of those gods that can do insane amounts of damage using his Warrior's Will and Taolu Assault skills, but can then negate the damage he received in his crazy attack, whilst also healing his allies, do to his Conviction skill. Not to mention he has possibly one of the best chases in the game Cavalry Charge, a move that literally allows him to do damage to you, whilst avoiding all CC, slowing you down by 25% and then snaring you in place when he dismounts his horse.

Difficulty: Situational really! Can be a bit annoying in terms of healing enemies and constantly forcing you to rely on your healers or return to base, or simply be a massive target for you to get fed.

Forced to Engage: Assuming you're either fighting a really bad Guan Yu or a really good Guan Yu, the tactics could change. If it's the first, simple harassment and ganking strategies will more than likely secure you a kill, (especially if supported by a tank or support character with plenty of CC) if it's the latter, CC focusing on Guan Yu and cutting him off from his allies can ensure not only a kill, but possibly mutliple when Guan Yu's allies no longer have a steady healing radius.


Isis

You either love her or hate her, but Isis is truly a threat for Bakasura. With her Wing Gust ability she can easily out maneuver you and propel herself away from danger whilst doing moderate damage to you and allies. Her Spirit Ball ability can easily stun you and any ally within a vicinity to allow maximum ganking from enemy gods or further wrath of Isis. Isis's Dispel Magic ability can also slow you and allies whilst dropping your overall magical protection if you manage to get trapped within it's range, and to top it all off, her Circle of Protection ultimate can easily stop you from securing kills whilst potentially killing or damaging you excessively from it's second ability if you manage to get trapped within it's radius.

Difficulty: Can easily defer you from securing kills or even set you up to be killed. Extreme caution is advised.

Forced to Engage: Like oh so many other gods, Isis isn't exactly the toughest to kill -- that being said, by no mean should you run straight at her. If at all possible, get her to chase you and lead her back to a support character to help you secure the kill. Ganking can also work; however, be cautious of her CC.



He Bo
Another classic example of a squishy god that can do major harm. He Bo has always been a fan favourite in terms of a 'combat mage'. Although his abilities aren't necessarily filled with CC, they do manage to do quite a bit of damage. Water Cannon being a prime example of him being able to reach widely (a cone if you will) and do moderate damage. This is normally followed by his next ability Waterspout which allows him to reach ridiculously far out and launch you into the air, doing tons of damage and topping it off with a 2s stun. Although I said He Bo isn't exactly super CC focused, he does have his Atlas of the Yellow River ability that allows him and allies to quickly move across it's vicinity whilst slowing enemies that move into it. Typically, this is followed by his ult Crushing Wave which is a full frontal attack that propels himself forward and obliterates anything that is unlucky enough to get caught -- normally squishy assassins.

Difficulty: His squishiness is combated by his raw, magical power. Proceed with caution.

Forced to Engage: As I'm sure you can guess, He Bo isn't exactly super dangerous on his own; however, very rarely will you find him not attended by at least a second god. The best course of action is to attack quickly from behind after he has expended some of his abilities, quickly because his cooldowns are just ridiculous.


Bacchus
Not quite Freya level, but Bacchus is still bloody annoying.
A god armed with little more than massive CC abilities and obnoxious noises, Bacchus offers endless amounts of sustain and support to his allies whilst being a fairly decent tank. Chug is his first ability that fits this description to a 't'. It allows Bacchus to not only resist magical and physical damage, but also carries onto his passive which in turn reduces the damage he receives even more. His Belly Flop ability adds to the annoyance as he's able to fling all allies into the air whilst slowing them for 2s if he's reached 'tipsy' level. This move is quite normally followed by Belch of the Gods which does magical damage every .5s for 2s whilst stunning allies if he's 'tipsy', but to end this graceful encounter with this obnoxious god is his ult Intoxicate one of the most vile moves I've ever come across in Smite. It literally 'intoxicates' all allies into a free falling stumble whilst doing 70% of Bacchus's magical power. To top it off, if Bacchus is at the 'smashed' level of his passive, he gains a magical buff.

Difficulty: Extremely drunk and dangerous. Avoid at all costs.

Forced to Engage: Bacchus is NEVER alone, and to be quite honest, I don't personally know how you could counter Bacchus as Bakasura. Your best bet is to avoid him at all times.


Ares
The finest example of 'killblock' I've ever seen. Ares is the epitome of a awful time.
Although he's often revered for his killing combos when mixed with Ao Kuang or Poseidon it is quite honestly easy to negate that (with the use of Purification Beads) His real problem is Shackles an ability that prevents you from using movement abilities ( Take Down) whilst slowing you and doing magical damage. To top it off, he can fire this up to three times at you within 2 seconds. His next ability Bolster Defenses is more of a buff to his allies than anything; however, if you're slowed and prevented from doing movement abilities, this move also protects him and his allies from your physical damage and any CC your allies may try to throw at them. Searing Flesh isn't so much dangerous for it's damage output, but the fact that Ares is immune to knockback during the duration of this ability, but to finish it all, No Escape was the ability previously mentioned that draws all enemies inwards and stuns them whilst doing 40% of magical damage.

Difficulty: Easily negated but still a threat in team battles.

Forced to engage: Alone he is no hassle, even for a tank, but he is rarely seen soloing lanes. The most efficient way to deal with him is to have him waste CC on an ally as you come around the back and effectively 'give him a warrior's death'


Chronos

Second to only Freya is Chronos. Bakasura typically has a hard time with ranged characters from a frontal attack; however, Chronos is an entirely different story do to the famous combo of Stop Time and Time Rift a move that not only gradually slows you before stunning but also does up to 85% of Chronos's magical power. Also in his arsenal are the skills Accelerate a move that literally makes Chronos move and attack faster (typically done with his basic attack) and Rewind an Ult that literally lets Chronos return to a previous status of health.

Difficulty: If at all possible, avoid frontal attacks but pursue ganking opportunities for he is very squishy.

Forced to Engage: As stated above, Chronos (like any ranged character) can be a headache for Bakasura or any assassin; however, luckily for Bakasura, he's very very squishy. If at all possible get him to waste abilities on some of your beefier teammates while you focus on getting around him and cutting his escape off.


Paired Allies



Neith
Neith offers a decent ranged hunter that can not only snare with the use of Spirit Arrow, soften up and harass an enemy with Unravel, slow and potentially give you the kill shot while she retreats with Backflip, but also can snare an enemy that's currently retreating away from you (or even kill an escaping enemy) with World Weaver. All in all a solid laner and even better potentiality for kills.

Hades
Hades offers that oh so tanky goodness that Bakasura just lacks. He also offers various goodies in terms of softening and leaving enemies open to attacks from Bakasura. With his passive Blight in affect, all of his abilities have various additional effects. Death From Below will not only do a solid chunk of damage, whilst being a good initiator, but also slow the enemy down long enough for Bakasura to get a good bead. Shroud of Darkness offers an excellent way to repel enemies off of Bakasura's back by causing fear, or to leave them open with no chance of CC use so Bakasura can secure the kill. Devour Souls is an excellent explosive based move that also can heal nearby allies if they're in range whilst doing moderate damage, and Pillar of Agony is simply an amazing snare/draw in that not only constantly does damage, but also lowers the enemies defenses -- a great time for Bakasura to use Regurgitate (if two or more enemies are present.)

Poseidon
Much like Hades, Poseidon offers great Crowd Control but with the added benefit of doing damage and even knockback. Poseidon's Tital Surge is an excellent move that not only does a good chunk of damage, but can also potentially ward off a pursuing enemy after an injured Bakasura. Trident is an excellent move for Poseidon to soften up a fleeing enemy while Bakasura readies for a kill. Whirlpool is much like Hades's ult in terms of pulling enemies constantly inwards whilst doing damage -- potentially softening up beefier targets, and finally Release the Kraken is an excellent ult that knocks enemies up, stunning them, while doing massive damage. Leaving them none the wiser to an onslaught of Butcher Blades.

Ra
Ra's overall healing potential, slowing of enemies, and damage output is what makes me choose him over a character such as Hel. Celestial Beam offers a great distraction to enemies, while also doing moderate damage if it manages to hit. Divine Light is the previously mentioned slow that also does a moderate bit of damage while also blinding enemies for a short time. Solar Blessing is Ra's healing ability that allows all allies/minions that stand within the beam to be healed whilst doing damage to enemy gods and minions, and Searing Pain is Ra's ult that allows for him to potentially slay or severely wound a fleeing or potential target.


Ymir
For the same reasons he's an avoidance for Bakasura, he is also an ally.
Ymir offers slows with his Glacial Strike ability while also being able to prevent a fleeing enemy (or pursuing) enemy access to base or you with Ice Wall. Frost Breath offers a good snare that keeps enemies in place while you ready to deliver the final blow, while his ult Shards of Ice can be the needed benefit to keeping a large group of enemies together while you ready your own ult.

Anubis
Anubis is a hard hitting, CC junkie, fun to lane with god of death. Although he is fairly squishy, and will need moderation by either you or another, his Mummify (A snare) + Grasping Hands (AOE damage and slow) + plague of locust (magical attack) combo offers series damage to an already wounded (securing a kill) or to an unsuspecting, pursuing enemy. To end it all, his ult Death Gaze almost will always ensure to scare off any pursuing enemies.

Artemis
Artemis, much like Neith, offers a variety of snares and slows, while also doing relatively well damage. Transgressors fate offers a nice hold while doing slight damage to an enemy -- especially excellent when pursuing an unwary god. Vengeful Assault offers a barrage of ranged attack on an enemy, quickly softening them up. Suppress The Insolent offers a good chunk of damage to a god whilst slowing them -- allowing Bakasura to quickly catch up or execute the fleeing enemy, and I would be distraught not to mention Calydonian Boar one of my favourite pairs as Bakasura -- The move quickly moves around to gods in a vicinity, stunning and damaging them, giving Bakasura the chance to execute his Regurgitate Ult or Butcher Blades.

Hercules
Hercules is essentially one of the most annoying CC warriors and with good reason. His moves can practically feed a family of hungry Bakasura children. Driving Strike can potentially deliver an enemy to Bakasura's open gullet, or drive one away so you can go cry in a corner and tend to your wounds. Earthbreaker does a moderate amount of damage and if hits right, will launch an enemy into the air, delivering them at Hercules and Bakasura's feet. Mitigate Wounds is more or less for Hercules sake, but it does make him very self reliant, and Excavate allows Hercules to 'chase' down enemies with a giant boulder. Great for escaping, wounded enemies.

Sun Wukong
Now it took me awhile to warm up to Sun Wukong, but after doing so, I can say I enjoy having him as a lane partner. Magic Cudgel is actually very useful for executing escaping, wounded enemies whilst Master's Will offers a bit of a knockup to surrounding enemies while doing damage -- an effect that can give Bakasura just enough time to escape. 72 Transformations is useful 2/3 of the times. His Ox transformation has a nice popup effect, once again, allowing Bakasura to escape, whilst his Tiger transformation does a nice amount of damage while stunning an enemy in place. Somersault Cloud is an effective matter of allowing Bakasura to have an 'OP minion' fight along his side whilst Sun Wukong prepares to strike down and possibly deliver killing blows.

Ah Muzen Cab
What isn't there to like about the bee king? Swarm offers a fair bit of damage that's constant and can jump to multiple enemies and when in pair with Hive there's practically an endless swarm of bees to constantly infect and attack afflicted gods (this making them light up on your minimap). Honey allows for not only an amazing slow, but also in pair with Hive a debilitating swarm of angry bees, and his ult Stinger can be a debilitating end to an enemy god for, if it doesn't kill them, applies his passive bees (lighting them up on your minimap) and slowing them for 3s.

Conclusion



I'd like to just thank you for going through this long drawl of a guide and HOPEFULLY it proved useful to your cause. If you have any questions, comments, or even constructive criticism, I'd love to hear! I enjoy playing Smite and always am eager to try new things with my Bakasura build. Thank you once again for taking the time to go through and critique my very first guide -- I put a lot of work into it, so I hope it comes off as helpful.

Changelog

26/11/13 - Log created
27/11/13 - 'An ode to actives!' added
2/12/13 - Added an 'Arena' build.
6/03/14 - Tweaked final build example and general 'updating' so I'm not expired anymore.

Proof of build working.

Credits


Entirety of information researched and found on - Smitefire.com & Smite.gamepedia.com

Information compelled and written by - Nigglypuff

Art done by - Darwine (http://darwine-gallery.com/index.php/smite-art/29-articles-exemples/boutique-fruit)

Actives page suggested by - Zombiefoodstuffs
Don't forget to comment and upvote!

Contact Information and other shenanigans.


Skype - ParanoidGrenade

Steam - Niggly__Puff

Smite - RockCawk

Email
- [email protected]

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1
Raventhor (158) | April 24, 2014 9:31pm
Baltharaaz wrote:

Regarding Arena, you may want to pick up some cooldown reduction. Your ultimate is your greatest asset in this mode, as it cripples and enables your cone attacks. The more you can use this ultimate, the more kills you will probably get.

Because, lets face it, Bakasura ultimate pretty much guarantees a kill.

Great guide! Useful and insightful information.

I'd disagree here. No item to sacrifice for CDR. Just get sprint and/or weakening curse

good guide btw
1
leblinski (3) | March 9, 2014 6:59am
"Come on guys, it's arena. You'll either do really really well, or get paired with a really really **** team."

Either give useful insight or remove the section.

I believe sprint is really valuable on Bakasura. Mobility can sometimes make up for your lack of CC. A simple slow can hinder your engagement quite a lot.
1
Tyrikk | March 7, 2014 3:28pm
Pretty nice guide!
One thing I notice, however, is that you have Bumba's Mask listed in the 'Ode to Actives' section when it isn't an Active. :P
1
NigglyPuff (1) | March 6, 2014 4:14pm
Just another heads-up to anyone reading this, the prices the items appear at no longer truly represent what those items go for anymore and I'm working frantically to compel together some information to properly readjust those. Other than that, I'd just like to say Scylla is a ***** but god is she fun to play.
1
wesleyd0g | January 14, 2014 1:17pm
Great guide win most of the times!
1
Subzero008 (112) | December 8, 2013 8:24pm
This guide is fantastic. The level of detail and depth is simply amazing. I have exactly one problem with this guide, and that is the starting items. I don't think you should fill in both active slots at level one.

Easy upvote.
1
Ghraf (13) | December 4, 2013 2:09am
This is a pretty solid guide, I'll be taking your build into consideration while I'm trying to flesh out my own. Also, Bumba's Mask is an equipment item, not an active, just thought I'd point out it's in the wrong section.

But, I'll mention one thing that bugged me through the entire guide, your use of the word "do" rather than "due". Sometimes I'd be reading a sentence and see "do" there and think it was a typo, then reread the sentence a few times to finally figure out you meant it as "due".

Sorry about the grammar Nazi, it just made it really difficult for me to read for some reason.
1
NigglyPuff (1) | November 27, 2013 10:35am
@ TormentedTurnip

Why yes, I was referring to you b-baka.
Anywho! I wasn't quite sure if going into detail as to when to use Bakasura's skill would seem like first nature or not, but now that you say it would help, I think I'll add just that! Possibly even pictures for the death.

And I totally am working on the actives as of right now!
1
TormentedTurnip (96) | November 27, 2013 10:29am
Thinks I like:


1. Your username.
2. The "Baka-head" (if you were referring to the Japanese word ばか)
3. Going over the fact that just because you want to play Baka doesn't mean you should play him - team composition is important.
4. Solid explanations of what how to play as the game progresses from early to late game.
5. The Friends and Foes section.
6. The solid BBCoding.


Normally, I think describing when and how to use every skill is essential, but considering it's Bakasura (lol) and how you cover what to do against many gods, I think it's fine. It would still be great to explain them, though. Actives are just as important to explain as items, as Zombie mentioned, so going over the ones to get (and ones to not get) would be cool beans.

Nice job.
1
NigglyPuff (1) | November 27, 2013 10:09am
@ZombieFoodstuffs

I understand entirely where you're coming from, and quite honestly, I agree with you! However, that's why I state that this build is honestly quite situational. Bakasura is a man of many faces depending on how you buy and focus your items. There's countless times that I buy Asi over Qin's Sais FIRST in order to capture the Gold fury. The builds I posted are just what I NORMALLY end up building as, but I can see where you're coming from (being a fellow player of Bakasura).

I appreciate your time looking over this colossal guide though! And I'll take a look at adding a page about Actives.
1
ZombieFoodstuffs (2) | November 27, 2013 5:56am
An underplayed God and a half. Baka is one of my favourite gods to play simply because he's "the bestest". I've been playing Baka as my main jungler for about 3 months now and this build is pretty much bang on what I use.

Some things that you may want to consider: If you're doing well early game and your team helps you with the jungle and you are getting the mid camps, try rushing Hastened Fatalis before Warrior Tabi allowing you to do far more work with your 3. Once again, if you've finished your main course and you're suitably ahead when it comes to damage output it may be better to push through another lifesteal item like Asi or (my personal fav) Bloodforge, as Qin's Sais' 15% never quite feels enough for me.

Other than that, you may want to include some guidance on Actives. Beads, Enfeebling/Weakening Curse or Blink seem to be my go to options.

Great guide, top level info and humour to boot :)

"You're on fire"
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