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Burst Da Ji

February 13, 2018 by Skipling
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Burst n' Run

Smite God: Da Ji

Item Purchase Order


Build Item Mage's Blessing
Build Item Shoes
Build Item Healing Potion
Build Item Healing Potion
Build Item Healing Potion
Build Item Mana Potion
Build Item Mana Potion

Base Items

Build Item Warrior Tabi Build Item Hydra's Lament Build Item Jotunn's Wrath Build Item Titan's Bane


Build Item Hide of the Urchin Build Item Magi's Cloak

Extra Damage

Build Item Bloodforge Build Item Brawler's Beat Stick


Build Item Purification Beads Build Item Aegis Amulet Build Item Horrific Emblem Build Item Cursed Ankh Build Item Heavenly Wings

God Skill Order

Horrible Burns

Horrible Burns 1 4 6 7 10 key bind

One Thousand Cuts

One Thousand Cuts 2 15 16 19 key bind

Trickster Spirit

Trickster Spirit 3 8 11 12 14 key bind


Paolao 5 9 13 18 20 key bind

Burst Da Ji

February 13, 2018


After investigating a lot of the builds I see on this site, i'm sad to see crit being used over pen in many cases. So I decided to upload my own build in hopes that it can be of use to some people.

With this build, provided you play smart, you can be the terror of the battle field. Blinking in and out of combat and causing your opponents to fear that maniacal laughter that proceeds her 3 skill.

At it's heart, this is a build for taking down squishes, but I've found in many cases tanks are not exempt from Da Ji's chains. It takes more time to kill tanks, but if you've done your job and eaten all the damage right from under the tank's nose, you have all the time in the world to do what Da Ji does best.. torture people to death.

Situational Awareness

I find a lot of the time, when I get killed with Da Ji, its because i've forgotten to check my surroundings. Well.. that or someone has blink Anubis.

What you really need is to be aware of what your opponents have and have not used. Facing against an Artemis, for instance, requires one to avoid her traps and to make sure her ult isn't going to come up behind you and yank your tails.

Your opponents awareness is also a key factor. If you're facing off against a well developed team who protect one another, you have to practice a lot of self control. You have do know how much damage you can do in one shot, and if you can juke around enough to avoid any CC thrown your way on your way out of the fight.

Most of the time you can get in and out using your 3 and 1 to deal damage and your 2 to escape. There are even cases where you can finish someone off with your 2, but thats only for teams who don't realize that you're eating their squishy right behind them.


High burst damage, get in, slash, get out
Doesn't rely on crit so much
High cooldown means more chances to ult
Incredibly fun to chase people down with


If you get locked down you're dead


Hydras lament, for me, is a must have on Da Ji, simply because it pairs so well with her abilities.

Chasing someone down with your 2? Yeah you're gonna catch them if they don't have a sprint. That extra finisher damage helps secure kills like no other.

Jotunn's Wrath gives you cooldown, as well as some pen. This is useful not only for your ult but for your other abilities, allowing you to re-engage sooner than later.

Titan's Bane gives that extra percentage pen.

Brawler's Beat Stick; For those pesky Anubis players, or slowing down a Herc's healing. Can also be useful for Zong Kui, Arachne and any general pain-in-the-ninetails using lifesteal or a built in heal.

Magi's Cloak This one is pretty self explanatory, at some point you're going to run into someone smart enough to hold their stun for when you jump on them. At that point you're gonna do one of two things.. Die and I mean a lot, or you're gonna want Magi's and/or beads.


Generally with Relics you want to look at the other team and decide what will kill you fastest.

Your 2 removes the slow penalty, but wont stop you from getting sniped by a root or a stun. Watch out for Artemis's traps on the ground.
If you find yourself looking at a team with butt tons of CC, of course you're gonna want beads.
Likewise, if you have a team with only a couple of CC abilities but a butt ton of damage you're gonna go Aegis.

Horrific Emblem is for those gods with an annoying movement ability, dash, ect.
Most of the time, I find that gods like this will neglect to buy sprint in favor of something else. Hit them with a Horrific as soon as you land with your 3 and then hit them with your 1.

Sprint is for chasing.

Cursed Ankh, this is, again, for those gods with heals. If you find brawler's isn't doing enough to shut down that Hurc or Hel, you might want this relic up and handy.

Relics are situational, learn to analyze what you're looking at.

Team Work

In an Ideal world, we all have the perfect team.
It's too bad that this isn't an ideal world, and sometimes you want to turn on that friendly fire and give the people on your side a good smacking.

With Da Ji, teamwork is a bit of a trick. In many cases it is essential, especially against a well coordinated team. She pairs well with gods that have high damage but not quite 1-shot potential.
Depending on the other team, this means she can initiate and let her teammates finish off the unlucky burn victim. Likewise, she can be the finisher, letting her team initiate and then sweeping through the back ranks while squishes and tanks alike are focused on her teammates. The best defense is killing them before they kill you or your friends.

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