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Blinding Speed - Support Amaterasu

2 0 13,858
by SwiftpeltWndCln updated April 25, 2020

Smite God: Amaterasu

Build Guide Discussion 11 More Guides
Tap Mouse over an item or ability icon for detailed info

Amaterasu Build

Starter Items

Build Item Warrior's Blessing Warrior's Blessing
Build Item Boots Boots
Build Item Chalice of Healing Chalice of Healing
Build Item Magic Shell Magic Shell

Essential

Build Item Reinforced Greaves Reinforced Greaves
Build Item Shield of Regrowth Shield of Regrowth

Core

Build Item Breastplate of Valor Breastplate of Valor
Build Item Masamune Masamune
Build Item Oni Hunter's Garb Oni Hunter's Garb

Extras to Consider

Build Item Shogun's Kusari Shogun's Kusari
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Contagion Contagion
Build Item Pestilence Pestilence
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Frostbound Hammer Frostbound Hammer

Amaterasu's Skill Order

Divine Presence

1 X Y
Divine Presence
3 8 11 12 14

Heavenly Reflection

2 A B
Heavenly Reflection
1 4 6 7 10

Glorious Charge

3 B A
Glorious Charge
2 15 16 18 19

Dazzling Offensive

4 Y X
Dazzling Offensive
5 9 13 17 20
Divine Presence
3 8 11 12 14

Divine Presence

1 X
Amaterasu harnesses the power of her jewel, healing herself every second for 4s and creating a persistent aura that buffs nearby allied gods. Every time this ability is activated the aura switches between Valor and Benevolence.

Ability Type: Buff
Heal Per Tick: 15 / 25 / 35 / 45 / 55 (+5% of your Physical Power)
Benevolence Aura: 5 / 9 / 13 / 17 / 21% Move Speed
Valor Aura: 14 / 18 / 22 / 26 / 30 Bonus Power
Radius: 30
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 9s
Heavenly Reflection
1 4 6 7 10

Heavenly Reflection

2 A
Amaterasu charges her mirror for 5s. While the mirror is charging she takes decreased damage. By activating the ability again or at the end of the 5s she will fire her mirror straight ahead, dealing damage. The mirror can be charged by successfully attacking enemies or from taking damage, and will deal up to double the base damage when fully charged.

Ability Type: Line
Damage Mitigation: 7 / 9 / 11 / 13 / 15%
Damage (Mirror): 70 / 100 / 130 / 160 / 190 (+60% of your Physical Power)
Damage (Full Charge): 140 / 200 / 260 / 320 / 380 (+60% of your Physical Power)
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Glorious Charge
2 15 16 18 19

Glorious Charge

3 B
Amaterasu shines light off of her sacred blade, silencing all enemies in front of her. She then dashes forward while dealing damage, piercing through minions and stopping at the first god hit.

Ability Type: Dash
Silence Duration: 1s
Dash Damage: 60 / 120 / 180 / 240 / 300 (+60% of your Physical Power)
Range: 55
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 16s
Dazzling Offensive
5 9 13 17 20

Dazzling Offensive

4 Y
Amaterasu focuses the power of the heavens into an impressive 3 strike combination attack. The 2nd hit will do 20% more base damage and slow enemies. The 3rd hit will do 40% more base damage and stun enemies. She must hit an enemy with the 1st hit to receive the increased damage and CC on the 2nd hit. The same rule applies to the 2nd and 3rd hits.

Ability Type: Cone
Damage (per Strike): 80 / 125 / 170 / 215 / 260 (+50% of your Physical Power)
Slow Duration: 2s
Stun Duration: 2s
Radius: 35
Cost: 100
Cooldown: 95 / 90 / 85 / 80 / 75s

Amaterasu Threats

Tap each threat level to view Amaterasu’s threats

Max
1
Major
0
Even
0
Minor
0
Tiny
0

Early Game - Literal and Metaphorical Shield

Your mirror does an amazing job early game assisting your carry in clearing, good for getting all minions at once or weakening them all to one shot for your carry to build stacks. This being said, do whatever you can to hit the opposing carry with the mirror, it does unreal amounts of damage early on and you are a relatively safe champion out the gate, so trading is optimal. The second you hit level two you essentially double your mirrors range, hit the opposing team when they least expect it by charging your mirror on minions and dashing into the carry to fire it. Intend to bully them out of lane as fast as possible, and take a more passive role once level 3 hits and both teams have more abilities, use your aura to help your carry and return to being a shield.

The ultimate utility Amaterasu has early game is securing kills your carry could never hope to get, pressing the opposing carry or support under tower is easy even at level 2, reaching as far as you need to go and getting out with ease permitted you don't get crowd controlled. Get ahead quickly and dazzle your opponents with an early lead.

Mid Game - Harassment Extraordinaire

while it would normally be considered ill advised to take such a niche item early, shield of regrowth enables Amaterasu to be as powerful and skill expressive as you choose. The additional Mana Per Second is crucial, allowing you to constantly switch your aura as soon as its cooled down, giving Amaterasu almost unlimited escape and unbelievable sustain. The CDR helps you remain relevant and the ability to harass anyone on the map anywhere with almost guaranteed safety is pivotal to your success.

By adopting this methodology, ensure you work on your dodging mechanics, as you can literally run circles around your opponents, dodging skill shots and autos alike. You don't deal a lot of damage, but your aura coupled with well time mirror shots can whittle down opponents with little to no risk on your own, which is usually enough to kill them if they stay too long or at least force them to retreat. Your Ultimate works well as a good source of damage, as it should, but opponents often don't expect the combo potential and all the damage you can get off with it.

Late Game - Search and Destroy

Fully equipped with your early game speed items and now a boatload of protections and other auras, you can continue being the ultra-safe scout you practiced doing in mid game. you can stray into even the most hostile areas of the map to gauge enemy position, and have them chase you around long enough for your team to arrive. If you have built sufficient CDR, you can now change your Aura about every 3 seconds, and at this point of the game you have a good deal of HP5, meaning that leaving combat for even 10 seconds replenishes almost half or more of your health. Additionally, once you get your dodge micro down you can just dance right outside of your opponents range and regain impossible amounts of health before they arrive.

When your team shows up for the killing blow, don't be afraid to initiate with your Ultimate to get the group stun, but don't let up here. Use the stun time to proc your passive by auto attacking one enemy 3 times, which will then immediately spread to surrounding gods, setting up easy bait for your carry (or anyone really) to annihilate them. Ensure your teammates benefit from your many auras and stay as close to the front lines as possible. If fights take to long or the enemy tries to disengage, your ultimate is probably ready again! Stop fleeing foes in their tracks with one more big stun and pull off a sweet deicide.

Understanding Your Abilities

Passive - use it whenever you can, when clearing minions early on try and activate it on one minion as you charge your mirror, which will quickly spread to other minions and the opposing carry, allowing you to hit even harder and possibly clear a whole minion wave with just your mirror. Later in the game, it is life or death to use your passive for your teammates, focus one enemy and the debuff will spread around on its own. by late game, even without any attack speed items, your speed will be enough to proc it with ease, early game it takes some patience however, but its still easy enough to activate.

Aura - While a good tool for your team, it is an even more important tool for managing your sustain. when you reach a point where you have sufficient mana (after having bought shield of regrowth or whatnot), don't be afraid to change your aura for fun, the health it replenishes is no small feat and you get your speed boost. Use Speed while navigating the map and immediately turn into power when you see an enemy. a good rule of thumb is to use power when on the front foot, and speed when on the back foot, the only time you should try and use speed offensively is to help a more damaging ally chase someone you cant kill on your own.

Mirror - Always Charge the Mirror! to let it fire uncharged is a waste of time and mana early game, and negligible late game, it provides good damage throughout the match when charged, which isn't hard to do. Many people might be put off by the fact that you need to take/deal damage in order to charge it, but thats okay because of the secondary effect. When charging, you get a good deal of damage mitigation, enough to swallow a couple hits from even the scariest carry. this being said, similar to your aura never be afraid to just use it for fun in order to get damage mitigation, even if you have no intent of hitting someone with it. For instance, if you turn to flee and you are not quite out of the enemy's range, use the mirror to protect yourself and escape.

Dash - It has a long and punishing cool down, so use it wisely. Early game, the silence does a good job shutting down opponents and letting you in to do all kinds of mean things, late game it is best used as an escape, occasionally being used to chase down foes, don't try and use the silence in combat, as it limits your survivability greatly. Big note, it stops at the first god hit, and the hit-box is kind of janky, so make 100% sure you wont hit anyone when you got to escape, because if someone is in your face you just wasted your dash and moved nowhere.

Ultimate Stun - the three hits deal great damage, and when you hit the stun you basically get enough time to charge a mirror fully though melee attacks when they are on the ground, also activating your passive, it deals way more damage with the combo than anyone expects. The most important thing however is to remember the range isn't exactly as long as it seems, and good opponents have crafty ways of avoiding your swings, but overall it's not too hard to connect all three hits, especially if they don't even all need to be on the same god, as you can change who you hit with each swing, and the third hit stuns so long as all 3 hits did something.

Philosophy

Be the lynchpin in changing your team from offense, to defense, and back to offense again. while you may deal little damage you are as annoying as a mosquito and can help your team tremendously with your various effects and auras, getting in what damage you can with your mirror and ultimate. Don't be afraid to chase far for kills as no one outruns the goddess of light.

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2
xmysterionz (64) | April 25, 2020 12:54pm
"One of the most broken supports in the game currently"
Did you miss click in aphro instead of Yemoja right? Because Aphro is not even a support, even less broken.
1
SwiftpeltWndCln | April 25, 2020 3:23pm
While Yemoja is beyond annoying, Aphro is a different breed of toxicity against warrior supports, thats why I listed her instead, I couldnt be bothered to really flesh out the threat list but Aphro always stands out specifically against Ama
1
xmysterionz (64) | April 26, 2020 9:53am
I can't see why she would be a problem. You have a much more aggressive kit and depending which ADC is with you, kill her is extremely easy since she has no escape and can do nothing on engages except try to heal herself.
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1
Devampi (105) | April 26, 2020 1:29am
I am curious why you find that, as most warriors can beat up the usual Aphrodite support (or solo lane) quite early. Aphro is pretty focused on later stages in the game. Since you go warriors you want to be fighting early. Depending on the adc setup you should be able to kill her pre 5 (when there is an aphro she becomes the one to focus, she also has no escape)
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1
Kriega1 (129) | April 25, 2020 3:57am
You don't need Breastplate on Ama support, get Sov and pickup Pridwen later in the build if you want CDR.

Remember you can also get CDR from Mantle, Genji's, Spirit Robe, Relic Dagger, Shogun's, Regrowth etc...

Also unless you're going for the early cheese kill in duo lane early game, you should always be building Guardian's Blessing as a support.

Examples of past pro builds for Ama support:

https://smiteprobuilds.com/Builds?p_filters_page=1&p_filters_search=&p_filters_god=2110&p_filters_pro=~&p_filters_opponent=~&p_filters_role=Support&p_filters_league=~&p_filters_sort=~
1
SwiftpeltWndCln | April 25, 2020 3:24pm
Good advice upon further review, but note, this build is intended to get a lot of cheese kills early, so warriors helps a lot with that, Guardians is still somewhat underwhelming as well, but I do consider it.
1
Kriega1 (129) | April 25, 2020 3:27pm
If you want to cheese kills early I would maybe also consider horrific emblem.
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