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This seems to be the meta start for many Junglers, and I've found that it works pretty well to have some early power in the solo and/or mid ganks, as well as strong camp clear for the Speed to Mana route, or any route really. Relic choice really depends on what the opposing team is looking like. Hard CC like Ymir? Go PB. Quick buggers like Guan Yu, Neith, and the like, or you just like being able to chase and escape easier? Go Blink. Go Shell if you think you won't be able to handle incoming damage and want to play it safe, but I typically don't start with Shell.
Another good option is Aegis. Aegis makes you completely immune to damage and healing for 1.5 seconds, and, as you might be able to tell, this is extremely useful. Use this if you notice the enemy team has gods that have the capability of dealing massive damage to you in a short period of time. This is good for avoiding executions, like from Thanatos or Achilles, or avoiding massively damaging abilities and ults, especially when getting hit by multiple at the same time. Its also very good for simply avoiding damage while you escape or to save you when low on health.
Hydra's for that sweet sweet cdr and mp regen, Serrated edge for the Pen, lifesteal, and additional movement speed. Since you should be quickly using abilities and following up with basics, the passives received from these items will work very well as well.
Most damage will be coming from your one and 2, with attack speed early on normally only affecting your ranged aa's. Therefore, Warrior Tabi usually works better for me instead of Ninja Tabi.
In comes Crusher for some damage, pen, and the attack speed we talked about earlier. The passive also works well with his abilities. As for Shifter's, I've found that Tsuku is very easy to wipe out if focused too hard or hit by highly damaging abilities, more so than some other Junglers, so shifter's is here to be a bit of a Hybrid item to keep him alive while also adding to his power a bit. I'd usually go this order, but Crusher and Shifter's can be swapped per situation. I'd also recommend Brawler's Beat Stick in place of Crusher if the enemy team has plenty of healing.
Not sure if the order is well done, but this build will keep Tsuku alive along will giving him a good amount of damage output, especially in team fights or when getting ganked. Be aware that if your main issue is magic damage, you may want to swap Void shield out for something with higher mag prots, such as Hide of the Urchin
, or Mantle of Discord
.
Sledge has been swapped out for Ancile, by suggestion of Kreiga and after testing it myself. Ancile covers the lack of Magical Protections a bit while also providing quite a good amount of power, which makes it good for keeping up with damage output and also allowing you to remain in fights against magical gods for longer and survive them more often.
These items are for you to buy after boots, or during the build by a situational basis.
I've seen some builds favor Dark Moon over Kusarigama, but I usually prefer to use the Movement speed reduction on dark moon to get in close and hammer them with Kusarigama. If this isn't your preferred game plan, focus on finishing off Dark moon 1st.
*Edit* Ignore the previous paragraph. After testing it out multiple times, Tsuku deals more consistent damage and confirms more kills early to mid-game with Darkmoon maxed 1st as Kusarigama is easily interruptible.
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-I went Bumba's Dagger for the early sustain in both mana and health to avoid the need for pots and make getting Combat Boots at the start viable for some early damage for Solo and Mid ganks/Gank counters. Plus, Bumba's hammer's passive pairs nicely with his basic attack buffing 1 and 3, and the stats are just all around good besides that.
-I like using Warrior Tabi because I typically don't find myself basic attacking much early on, at least not to the point that I feel sacrificing the ranged basic damage for a bit more attack speed by getting Ninja Tabi. Having good damage on the ranged basics feels like the priority.
-Crusher makes up for that lack of attack speed, while also giving a good power boost and a bit of pen. The passive pairs well with his ranged abilities, and especially his caltrops, which makes up for caltrops' relatively low damage as a bonus. I could also see a route here for Jotunn's Wrath for a good amount of damage and cdr, or Brawler's Beat Stick if the enemy team has high healing.
-I usually get Shifter's next, as I've usually found Tsuku to start dying much faster around this point and losing opportunities to dish out damage. With this, he'll be much stronger against phys gods and usually the opposing Jungler. It also gives a good boost to damage, especially if you can maintain hp above 75%. However, I think the placement of Crusher and Shifter's could be swapped.
-For higher damage, I normally go with Hydra's Lament for a bit of cdr, mp regen, and another passive basic attack boost. This is mainly to get his abilities, and therefore his buffed basics, out more consistently.
-My last item before selling boots is Serrated edge, and this is mainly for a bit more hp sustain, damage, and movement speed in the late game. The cruelty passive also works well with his slows and stun, allowing for his follow up basics and auto-cancels to dish out a bit more damage as a result.
-For the Bruiser Build, I went Sledge after Shifter's as another Hybrid item, as it allows for him to keep up his phys power while also covering what I think is one of Tsuku's weaknesses; teamfight's/ ganks. I notice that Tsuku has very limited options in these scenarios, so giving him more health and mana, CCR, and Protections based on how many enemy gods are near him seems like a good move to me.
-I said in my notes for "Gud damage, Gud Defense" that I would recommend making the last item buy a situational one for phys or mag prots, but I've normally gone with Void Shield as the last item before selling boots for a bit more health, damage, and plenty of physical prots. The passive also lets this itemmake up for the relatively low power boost by ripping prots off of enemies, making tsuku stronger in team fights as well as on his own. I do think Hide of the Urchin could do well here as well, along with Magi's Cloak.
Tip: You can start or end almost any decent combo with his Ult as it is good for initiating fights, chasing gods, and also finishing them off. If you can, especially if the god is at high health, Save the Ult for the end of the combo.
-For Evasive gods: If you can get in close, Start with Kusarigsma and follow-up with a basic attack canceled into Shuriken. You have 2 viable options here; either wait-and-bait their escape and toss your buffed basic to steal some movement speed and have more reliable chase potential, then follow up with Caltrops to make chases even easier, or you can follow up the Shuriken with basic attacks immediately for a bit more damage if they don't immediately escape and react to their escape with Caltrops, hit them with the ranged basic attack follow-up, and then either hit them with basics if you are close enough or Ult for a good bit of damage and the teleport to allow for a potential combo reset if your cooldown's allow for it.
If you can't initially get in close, start with Shuriken and follow it up with the buffed basic, then chase until you can hit with kusarigama or use caltrops if they are still evading you, then hit with kusarigama and follow it up with as many basic attacks as you can before they get out of range, then use shuriken if available, ult if it isn't. Follow up ult with Shuriken or buffed basic attack, then basic attack until abilities come back and use them at your leisure while basic attacking in between.
-Slower, and tankier gods are essentially the same as the 1st combo, but be sure to make use of the CC immunity that comes with the ult. In addition, make sure you auto attack as much as you can between abilities to sustain higher damage and proc passives as long as they are in range, and cancel into abilities once they aren't. Be sure to use basic attacks to give yourself enough time for your abilities to come off of cooldowns so you can use them multiple times to deal as much damage to Tankier gods as possible. Don't expect to burst a tanky Solo or support by throwing everything at them in quick succession. This won't do enough damage(in fact, you'll hit less basics, leading to less overall damage) to kill them and will give them plenty of time to get away from you, or bait you into a gank, or potentially fight back.
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You might get away with having it and still having success in your games at lower levels and against newer competition (e.g. < account level 50 or so, not counting smurfs), but once you're facing better competition, getting DT is likely to put you behind.
I tried to put a lot of ideas in here to help people new to Tsuku get into a rythym with him, and some it may come off as long-winded, but I hope you get into a groove with him and this helps you out.
Also that 2nd Jungle build I think Ancile would be better than Sledge.
And swap Toxic for Brawlers under alt options.
I didn't put Aegis mainly because I personally don't use it often, but that's a me thing in not being good at timing it well, so I'll go ahead and change that in the build.
As for Ancile, I was think of putting that in originally, and I actually recently tested it out and Sledge does seem a little bit out of place when compared to Ancile when it come to that build. I'll make a change to the build in a sec.
Thanks for the feedback. This being my first build and all, any advice from more experienced builders is welcome.
*Edit* I now see what you meant and have added this rundown to the build itself.
-I went Bumba's for the early sustain in both mana and health to avoid the need for pots and make getting combat boots at the start viable for some early damage for Solo and Mid ganks/Gank counters. Plus, Bumba's hammer's passive pairs nicely with his basic attack buffing 1 and 3, and the stats are just all around good besides that.
-I like using warrior tabi because I typically don't find myself basic attacking much early on, at least not to the point that I feel sacrificing the ranged basic damage for a bit more attack speed. Having good damage on the ranged basics feels like the priority.
-Crusher makes up for that lack of attack speed, while also giving a good power boost and a bit of pen. The passive pairs well with his ranged abilities, and especially his caltrops, which makes up for caltrops' relatively low damage as a bonus. I could also see a route here for Jotunn's wrath for a good amount of damage and cdr, or brawler's beat stick if the enemy team has high healing.
-I usually get shifter's next, as I've usually found Tsuku to start dying much faster around this point and losing opportunities to dish out damage. With this, he'll be much stronger against phys gods and usually the opposing jungler(speaking of, forgot to title this with "Jungle Conquest" so I'll do that once I finish this reply). It also gives a good boost to damage, especially if you can maintain hp above 75%. However, I think the placement of Crusher and Shifter's could be swapped.
-For higher damage, I normally go with Hydra's lament for a bit of cdr, mp regen, and another passive basic attack boost. This is mainly to get his abilities, and therefore his buffed basics, out more consistently.
-My last item before selling boots is Serrated edge, and this is mainly for a bit more hp sustain, damage, and movement speed in the late game. The cruelty passive also works well with his slows and stun, allowing for his follow up basics and auto-cancels to dish out a bit more damage as a result.
-For the Bruiser Build, I went Sledge after Shifter's as another Hybrid item, as it allows for him to keep up his phys power while also covering what I think is one of Tsuku's weaknesses; teamfight's/ ganks. I notice that tsuku has very limited options in these scenarios, so giving him more health and mana, CCR, and Protections based on how many enemy gods are near him seems like a good move to me.
-I said in my notes for "Gud damage, Gud Defense" that I would recommend making the last item buy a situational one for phys or mag prots, but I've normally gone with Void Shield as the last item before selling boots for a bit more health, damage, and plenty of physical prots. The passive also lets this itemmake up for the relatively low power boost by ripping prots off of enemies, making tsuku stronger in team fights as well as on his own. I do think Hide of the Urchin could do well here as well, along with Magi's Cloak.
I don't know if I covered everything here, so let me know if there's anything you want to know or that I missed. I'd also appreciate any feedback you have for me, as this is my 1st build and I'm sure there's plenty of room for improvement.