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This is the correct build order, but follow these steps for earl and late game.
1. Get guilded arrow and first tier of Transcendence as well as some health potions and mana potions. For relics, see who you're going against and make a logical choice as to what you need to counter the enemy. After getting enough gold, get FULL boots first and then finish your Transcendence.
Guilded arrow into Ornate Arrow at level 20!
2. (Late game) After Ornate Arrow, sell boots for Speed Potion.
Once you have enough gold for dominance, sell boots and buy your full dominance.
*Selling boots and not getting full dominance will put you at a disadvantage.
It isn't necessary to follow this EXACTLY but upgrade your Fool's Gold and Alluring spirits first, focus Fool's gold, and upgrade your ult when you get the chance. Once your 1 and 2 are maxed or near maxed you can start upgrading Tanuki Trickery.
Tap each threat level to view Danzaburou’s threats
Tap each synergy level to view Danzaburou’s synergies
Same steps as first build, but sell boots for heartseaker at the end when you have speed potion. Only use this build if the enemy team has a lot of healing.
So basically this is the first build I will be posting on smite fire (and probably the only build because this is the only build I do good in constantly). I've been playing since September so its all still quite new and I don't really know what characters are threats or synergize well just off abilities yet, but my information comes from my current knowledge and who I've played against or with.
As for my Danzaburou stats, I've played him for about 18 hours and I'm a tier 10 with him. I currently have a 2.79 KDA overall and a 60% win rate. Not the most impressive but that's some info I need to share before you decide to follow this build lol.
I think he's an all around good ADC and his combos are pretty easy to get if you hit them correctly and at the right moments. What's important to know for an ADC is when to push and when not to, still have trouble with that, but it comes with time and when you know when to push, that's when your combos with Danzaburou will get the enemy to be scared to push forward.
Another important thing to note is that I mainly use this build in Joust and Conquest and have yet to try it in other games mode. However for Conquest, I mainly go Hunter (bc I am incapable of Jungling), but the one time I jungled I was actually forced to bc another random player took my ADC role once we got in so I had to play the game with Guilded arrow already bought lol. I did go 22-0 but that's beside the point. I do think this build is good for jungling but however since I'm not a good jungler, the only thing I would be unsure about is the starter item to use if you want this build in jungle.
I've seen many Danzaburou builds with many different starter items. However after trying MANY, I've always and will always get guilded arrow. Why not deaths toll or leather cowl? Danzaburou's passive gives him gold, as well as his 1 if he collects the coins that fall out. Since he's one of the only gods that gains more gold passively and through abilities, I wanted to play into his passive when choosing my starter item. Considering he gets more gold at a faster rate, he is able to get items to full quicker which poses the enemy ADC a threat if they are already losing lane and unable to get more items. With that being said, Guilded arrow would get Danzaburou even more gold than what he was getting before, allowing his items to be built fully way quicker and upping his damage significantly. Now the only thing was to choose which upgrade. I've tried both and I have never done as much damage as I did with Ornate Arrow. Diamond arrow is probably more popular right now due to +80 basic attack damage and its passive, but even though Ornate arrow only gives +60 basic attack damage, its passive increases all sources of gold by 20%. Not only that, but for every 100 gold you have, you gain 1% attack speed and 0.8% CRITICAL STRIKE CHANCE. I don't build a lot of crit, just fail-not, but that boost gets me to crit for about 800 almost every 5 hits if I had to approximate.
I start off with Transcendence. This is SUPER important. If you're not a fan of Transcendence, just get another big mana item because out of all the Hunters I've played, Danzaburou runs out of mana FAST early game. It's important to keep that mana up because Danzaburou can be both attack speed based and ability based depending on how you build him. I build him more around his abilities but my starter item as well as berserker's shield give me some attack speed as well so we can take down towers and objectives faster. Come late game, phoenixes go down super quick with this build. If you hit your 3 and stand in it, it also gives you more attack speed and with this you can take down objectives or towers etc way faster.
Next I get Ninja Tabi boots because you need to get your attack speed up!! Super important because berserker shield comes in later in the game so the boots and guilded arrow passive will be your only source of attack speed until you get berserker's shield. ***NEW: I know try building more early game sustain by building ASI as soon as possible for some early game sustain and attack speed. Next I go cooldown and crit as well as physical penetration. This build is mainly focusing penetration, ability damage as well as basic attack damage so for this build, I go Fail-Not. Fail-Not NEVER fails, its so good on any hunter really and I rarely never build it on the hunters I play. Next, you get your berserkers shield for more attack speed, as well as more penetration on top of its +50 Power. When you get low health with this item fully built, you do an increased 30 power and 20% attack speed below 40% health. Now of course, we get even more penetration with heartseeker which is an all around great item to build on hunters. It also gives you more mana and an additional 2% damage of the enemy's maximum health.
As I've mentioned, Danzaburou's combos are easy to do and do INSANE damage when you get them. I've seen players hit their one and then their 2, which I assume is to keep them taunted while the bags explode. I say to hit your taunt and then throw your 1. The more bags that hit one enemy, the less % damage each bag does. At close range however, throwing those bags while the enemy is taunted is insane damage.
When I'm winning lane and feel confident, I like to do the 3,2,1 BLAST OFF combo (I just now came up with that joke lol). Basically you go into stealth with your 3 and swirl around to try and throw them off. Most people will think you're heading back to tower but you reveal yourself right next to them, then at a close proximity, not too close though don't get killed, you taunt them with your 2 and hit them immediately with your 1. Obviously do some basic attacks in between these to get them low enough. They will be pretty low depending on how squishy they are, all you have to do is go after them in your rocket when they run back to tower, because they will run back to tower after that play. Just make sure you're able to do all that and not lose your advantage on them.
I've been getting a hang of this character recently and I'm really proud of the games I've put out as well. If there's players who have other advice let me know because I really have fun playing this character!
Hoped this helped!
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