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Bastet - Shock and Awe

2 2 4,964
by KarlAgathon updated October 13, 2012

Smite God: Bastet

Build Guide Discussion 0 More Guides
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Bastet Build

Starting Build

Build Item Warrior Tabi Warrior Tabi
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)

Core Build

Build Item Warrior Tabi Warrior Tabi
Build Item The Executioner The Executioner
Build Item Soul Eater Soul Eater
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Situational Items

Build Item Frostbound Hammer Frostbound Hammer
Build Item Qin's Blades Qin's Blades
Build Item Titan's Bane Titan's Bane
Build Item Voidblade Voidblade
Build Item Deathbringer Deathbringer
Build Item Witchblade Witchblade

Bastet's Skill Order

Pounce

1 X Y
Pounce
2 15 16 18 19

Razor Whip

2 A B
Razor Whip
1 4 6 7 10

Ensnaring Claw

3 B A
Ensnaring Claw
3 8 11 12 14

Huntress of Bast

4 Y X
Huntress of Bast
5 9 13 17 20
Pounce
2 15 16 18 19

Pounce

1 X
Bastet pounces to her target location, damaging enemies within the radius. For 4 seconds after pouncing, you can press the button again to pounce back to your initial location. Bastet moves 25% faster while in the Return Pounce state. Bastet may cancel this ability early to put it on cooldown.

Ability Type: Circle, Leap, Damage
Damage: 95 / 150 / 205 / 260 / 315 (+90% of your Physical Power)
Range/Radius: 55/20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Razor Whip
1 4 6 7 10

Razor Whip

2 A
Bastet swipes at her enemies, causing them to Bleed for damage every 0.66 seconds for the duration.

Ability Type: Cone, Damage
Damage (per Tick): 30 / 45 / 60 / 75 / 90 (+27.5% of your Physical Power)
Duration: 2s
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 10s
Ensnaring Claw
3 8 11 12 14

Ensnaring Claw

3 B
Bastet sends a cat forward at her enemies. If a cat finds an enemy it ensnares them, damaging them and briefly rooting them for 0.5s. The cat persists for 4s or until defeated, continuing to attack nearby enemies. The cat's attacks will apply a 2s slow to the enemy.

Ability Type: Line, Root, Damage
Root Damage: 60 / 95 / 130 / 165 / 200 (+65% of your Physical Power)
Cat Damage: 20 / 25 / 30 / 35 / 40 (+30% of your Basic Attack Power)
Cat Hit Points: 3
Lane Minion Damage: 1 HP lost per 5 hits
Slow: 25%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Huntress of Bast
5 9 13 17 20

Huntress of Bast

4 Y
Bastet becomes CC Immune and conjures a radiant projectile that travels forward in a line damaging and stunning the first enemy god hit. A Huntress of Bast appears near the hit target and a destination is marked at Bastet. The Huntress then picks up and carries the enemy hit to the marked location.

On successful capture, a pool of quicksand is formed under the enemy creating a Vortex which drags targets toward the center and deals damage.

Ability Type: Line, Crowd Control, Damage
Initial Hit: 160 / 220 / 280 / 340 / 400 (+90% of your Physical Power)
Quicksand Damage: 20 / 25 / 30 / 35 / 40 (+15% of your Physical Power) every 0.5s for 3s
Range: 100
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 110 / 105 / 100 / 95 / 90s

Introduction

Hi, my name is KarlAgathon and I like to play Smite. I am a casual gamer, but I have stumbled upon a Bastet-build I have had a lot of success with, so I thought I'd share it with you.

This is my first Guide, so any and all feedback is appreciated.

Items


  • Start with Warrior Tabi level 1, and Hand of the Gods.
    IMPORTANT: You have to start with green buff. Bastet at level 1 is weak, and will take a lot of damage when taking the first buff. If you take blue buff, you will end up low on health when you return to the lane.
  • The Executioner. You can rush this item before finishing your Warrior Tabi, but I have found it to be less important. This should in my opinion be the first item on all melee carries. The attack power and attack speed is always nice to have, but the real treat is the Physical Protection Debuff. This will allow you to really hurt opponents, and let your Cats deal even more damage.
  • Soul Eater. This gives you a little more sustainablity in lane because of the lifesteal. A case could also be made for Ankh of the Golem, it is really up to you. I prefer Soul Eater for the aura.
  • Purification Beads. You will be squishy, and you will be targeted. Your jump will do little if you are stunned, so get Purification Beads. Exactly when you get them depends on who you are laning against.
  • Voidblade. I recommend always getting this item, but exactly when you get it can vary. Coupled with The Executioner this item will let your basic attacks tear through enemies.
  • Frostbound Hammer. Are you having trouble chasing down enemy gods? Get Frostbound Hammer and get a nice health bonus as well.
  • Qin's Blades. Always a nice item on a god like Bastet. Power, health and attack speed compliments you very well. One of those items you get if you have no other issues you need to sort.
  • Titan's Bane. Are tanks giving you a hard time? Titan's Bane will allow you to burn them down a bit quicker by giving you even more physical penetration.
  • Deathbringer. I almost always make room for this item at the end of my build. Those crits can make or break a team-fight.
  • Witch Stone. You might find yourself dying in team-fights because you get focused, and is unable to escape in time. This item will give you more sustain by making your enemies weaker while also adding a bit of health.

Skills

  • Nine Lives. Not the best passive in the game, but it can give you a nice surprise if you die late game, and could potentially tip the scales in your favour when you can return to action quicker than the rest.
  • Pounce. Use this for initiating, escaping, or chasing down. NEVER JUMP BLINDLY INTO A BUFF. This will get you killed. The fact that you can jump back within 4 seconds give you many possibilites. I find it to be most usefull when chasing a low health enemy who runs into tower range. You can pounce in, use your cat claws or nine tails, and jump out. If you want, you can max this second instead of nine tails, it comes down to personal preference.
  • Razor Claws. Your main damage dealing ability. If you have blue buff, use it as much as you can. If not, try to make it count. It is good for clearing a wave of Roman Ranged early game, if you can get a squishy god inside its range as well, it will seriously hurt them. I max this first.
  • Nine Tails. This ability does do a sizable amount of damage and can be useful for poking enemy gods. However, it is best used for slowing enemies when chasing. If you go for a gank, save this for when the enemy runs. Nine tails together with Pounce should let you catch any gods. I like to max this second, but like I said earlier, a point could be made for maxing Pounce before this. Personal preference.
  • Cat Call. After the cats got a buff a few patches ago, they will absolutely destroy enemy gods. Remember that the cats will attack bleeding gods first, so plan who you hit with Razor Claws. Can also be used if you are low on health and being chased as they will block enemies.

Laning Phase

OPENING ROUTE


With the opening in this build, it is important to plan your start. You might have another jungler on your team, and the enemy might have no junglers, or they might have two junglers.

You need green buff first.
  • If you are the only jungler on your team..
    • ..and going left, you can ask right if you can take the green on the right
    • ..and going right, no problem, green should be very safe to get.
  • If there is another jungler on your team..
    • ..and you are going left, try to sneak green from the enemy. This can be tricky, so have your lane-partner see who is in the lane. If they have no junglers you should be able to steal it no problem. Be careful to not let them see you. If needed, take the long route to avoid detection.
    • ..and you are right, again, no problem.

After you have secured green buff, return to lane and help out.

LANING BEFORE LEVEL FIVE


This is where you stay in lane and try to level up. Be careful, at this level the creeps hurt a lot, so be careful when putting damage on the opponent with a lot of creeps around. However, with green buff, you can afford to be a bit more offensive than you would usually be able to.

After level three, ganking is a real possibility against squishy gods. You should at this point have a point in all of your primary attributes, which means you can deal a lot of damage, slow, and close distances. Try to poke the weaker enemy god a bit, and if he sticks around with half health, try to get the jump in, and finish of the kill with your two and three.

Once your Hand of the Gods is back up, try to get blue buff. It might have been taken by an enemy god, in which case get eyes on it, so you know when it is up. Taking on a larger creep-camp can be hard with only level one Razor Claws, so in my opinion it is not worth it. Try to stick around in lane and get some farm instead.

LANING AFTER LEVEL FIVE


You now have your ultimate up. This ability is a ganking monster. Against non-jumping and non-dashing enemies you don't even have to be subtle. Just rush in and drop the cats. If you can, try to get very close, so you put your cats down in a semi-circle around the enemy god, this will prevent him from running away, allowing you to kill faster. At this point you will probably go back for the first time. Pick up a few of both potions, they help out a lot if you go longer periods without buffs.

IMPORTANT. Gank mid. As much as you can. Unless the enemy mid is backed up against his tower, go gank.
  • If your lane is empty, gank mid every time! Call it out, (VG2) and move in for the kill.
  • When you return after going back, look at where the mid gods are, and take a small detour to gank mid.
  • If you go for a gank when both your enemies are in lane, move back like you are planning to take a buff. In public play at least, chances are they will not call missing on you before it is too late.

The two latest can also be used for ganking in your own lane. Use every oportunity you have to catch the enemy of guard. You want to catch them of guard and scare them into running. If they do they are as good as dead.

Team Work

  • Do not initiate.
  • Do not go after the enemy tanks.
  • Do not stick around if focused.
  • Do try to initiate a team fight from the rear.
  • Do go after enemy carries.
  • Do use your jump to get away.

If you manage to sneak through the jungle and attack from the back, you will be able to pick of enemy carries who are hiding behind their tanks. If you can remove their ap carry from standing back and hurling abilities, your team stands a much better chance.

Always remember that you are squishy. If the enemy target you, you will die fast, so if you start to feel the heat, jump out.

Update plans

I will try to keep this guide updated, this is a first for me, so I am really looking forward to your feedback on what I can improve

I am looking at getting a gameplay video attached to this guide, but that would be a first for me as well, so I can not make any promises.

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