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Deity Ah Puch Mid

Mid Conquest
4 0 2,206
by Ragna_smite updated June 19, 2026

Smite God: Ah Puch

Build Guide Discussion 0 More Guides
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Ah Puch Build

Starter Build

Notes Bluestone Pendant great item for early mana sustain that give us usefull extra damage on abilities, perfect item for picks with bad early game.

Gem little amount of intelligence for early push and jungle camps.

Purification Beads this item will allow us to be save against huge CC gods.

Notes

Bluestone Pendant great item for early mana sustain that give us usefull extra damage on abilities, perfect item for picks with bad early game.

Gem little amount of intelligence for early push and jungle camps.

Purification Beads this item will allow us to be save against huge CC gods.

Build Item Bluestone Pendant Bluestone Pendant
Build Item Gem Gem
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Full build

Notes Bluestone Brooch great item for Ah Puch as we are constantly sending out corpses and spamming abilities.

Gem of Focus gives Ah Puch a huge passive movement speed that are super valuable on a god with no dash or escape of his own.

Totem Of Death because Ah Puch is constantly hitting enemies with his abilities, stacking the enemy protection debuff is effortless.

Soul Reaver with tanks being everywhere in the current meta and everyone stacking health, this item is an absolute must. Poking a big bruiser with Empty the Crypts while Soul Reaver ticks away is just disgusting.

Rod of Tahuti the core item for any mage, no exceptions.

Obsidian Shard another mandatory pickup for any mage. Without the penetration this item gives, both tanks and squishies will shrug off damage that should be killing them.

Blinking Abyss makes Ah Puch a lot safer. Since he has zero mobility in his kit, having a blink to either escape an assassin diving you or reposition into a better angle in teamfights is genuinely game-changing.

Notes

Bluestone Brooch great item for Ah Puch as we are constantly sending out corpses and spamming abilities.

Gem of Focus gives Ah Puch a huge passive movement speed that are super valuable on a god with no dash or escape of his own.

Totem Of Death because Ah Puch is constantly hitting enemies with his abilities, stacking the enemy protection debuff is effortless.

Soul Reaver with tanks being everywhere in the current meta and everyone stacking health, this item is an absolute must. Poking a big bruiser with Empty the Crypts while Soul Reaver ticks away is just disgusting.

Rod of Tahuti the core item for any mage, no exceptions.

Obsidian Shard another mandatory pickup for any mage. Without the penetration this item gives, both tanks and squishies will shrug off damage that should be killing them.

Blinking Abyss makes Ah Puch a lot safer. Since he has zero mobility in his kit, having a blink to either escape an assassin diving you or reposition into a better angle in teamfights is genuinely game-changing.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Gem of Focus Gem of Focus
Build Item Totem Of Death Totem Of Death
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti
Build Item Obsidian Shard Obsidian Shard
Build Item Blinking Abyss Blinking Abyss
Build Item Purification Beads Purification Beads

Situational items

Notes Spear of Desolation instead of Totem Of Death if you want to go full damage without worrying about protection debuffs.

Divine Ruin instead of Totem Of Death if the enemy team is stacking healing. If you already have Fleeting Breath applying anti-heal, adding Divine Ruin on top of that makes healing gods like Aphrodite or Baron Samedi basically useless.

Chronos' Pendant instead of Gem of Focus is a great option if you feel like you need even more cooldown and sustain to keep spamming your abilities.

Time-Lock Aegis instead of Blinking Abyss if the enemy has a god with a massive damage combo that can one-shot you.

Magi's Cloak is worth considering if the enemy team has a lot of hard CC targeting you specifically. Ah Puch with no mobility is a natural target for crowd control chains, and Magi's Cloak blocking one CC effect can be the difference between getting your full combo off and dying before you cast anything.

Notes

Spear of Desolation instead of Totem Of Death if you want to go full damage without worrying about protection debuffs.

Divine Ruin instead of Totem Of Death if the enemy team is stacking healing. If you already have Fleeting Breath applying anti-heal, adding Divine Ruin on top of that makes healing gods like Aphrodite or Baron Samedi basically useless.

Chronos' Pendant instead of Gem of Focus is a great option if you feel like you need even more cooldown and sustain to keep spamming your abilities.

Time-Lock Aegis instead of Blinking Abyss if the enemy has a god with a massive damage combo that can one-shot you.

Magi's Cloak is worth considering if the enemy team has a lot of hard CC targeting you specifically. Ah Puch with no mobility is a natural target for crowd control chains, and Magi's Cloak blocking one CC effect can be the difference between getting your full combo off and dying before you cast anything.

Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Chronos' Pendant Chronos' Pendant
Build Item Time-Lock Aegis Time-Lock Aegis
Build Item Magi's Cloak Magi's Cloak

God Aspect De-Activated

Aspect of the Death March

Each decaying corpse you walk over reduces the Cooldown of Fleeting Breath instead of the Cooldown of Corpse Explosion. Corpse Explosion becomes Wraith Call, which haunts enemy gods dealing bonus damage and significantly debuffing targets on ability hits. Empty The Crypts deals less damage per tick but Slows haunted enemy gods inside the field.

Ah Puch's Skill Order Notes We start by maxing out Undead Surge first since this is our main poke, wave clear, and the primary way we generate corpses on the ground for Hollow Ground. Getting the slow up to 40% and the anti-heal online as fast as possible.

After that we go for Corpse Explosion, as this is where all the actual burst damage comes from. The more ranks we get into it, the harder our corpse detonations hit.

We leave Fleeting Breath for last since the utility it provides, mainly the Stun on healers and the DoT, doesn't scale as hard with rank compared to the raw damage of our first two abilities.

Obviously, every time we can we upgrade our ultimate Empty the Crypts. More damage per tick, bigger healing reduction stacks, and the bonus corpses from the post-cast basic attacks all get significantly stronger with each rank.

Notes

We start by maxing out Undead Surge first since this is our main poke, wave clear, and the primary way we generate corpses on the ground for Hollow Ground. Getting the slow up to 40% and the anti-heal online as fast as possible.

After that we go for Corpse Explosion, as this is where all the actual burst damage comes from. The more ranks we get into it, the harder our corpse detonations hit.

We leave Fleeting Breath for last since the utility it provides, mainly the Stun on healers and the DoT, doesn't scale as hard with rank compared to the raw damage of our first two abilities.

Obviously, every time we can we upgrade our ultimate Empty the Crypts. More damage per tick, bigger healing reduction stacks, and the bonus corpses from the post-cast basic attacks all get significantly stronger with each rank.

Undead Surge

1 X Y
Undead Surge
1 4 6 7 10

Corpse Explosion

2 A B
Corpse Explosion
3 8 11 12 14

Fleeting Breath

3 B A
Fleeting Breath
2 15 16 18 19

Empty the Crypts

4 Y X
Empty the Crypts
5 9 13 17 20
Undead Surge
1 4 6 7 10

Undead Surge

1 X
Raise two decaying corpses from the underworld that surge forward, dealing Magical Damage. Enemies hit are Slowed and have Reduced Healing for a duration. Corpses collapse after exploding and remain behind.

Damage: 90 / 110 / 130 / 150 / 170
Damage Scaling: 35% Intelligence
Slow: 20 / 25 / 30 / 35 / 40%
Slow Duration: 2s
Healing Reduction: 25%
Healing Reduction Duration: 5s
Range: 9.6m
Radius: 3.2m
Cooldown: 10s
Cost: 60 / 65 / 70 / 75 / 80
Corpse Explosion
3 8 11 12 14

Corpse Explosion

2 A
Cause the target area to explode, dealing Magical Damage. Corpse Explosion also detonates any decaying corpses in the area, each dealing additional Magical Damage.

Damage: 60 / 70 / 80 / 90 / 100
Damage Scaling: 30% Intelligence
Corpse Damage: 55 / 80 / 105 / 130 / 155
Corpse Scaling: 30% Intelligence
Range: 8.8m
Radius: 3.2m
Cooldown: 10s
Cost: 60
Fleeting Breath
2 15 16 18 19

Fleeting Breath

3 B
Throw a charm from the underworld that awakens a decaying corpse, applying miasma to enemies in an area. The corpse falls to the ground and remains behind. Enemies take Magical Damage over time. After the duration, enemies that healed while they had this effect take Magical Damage and are Stunned.

Tick Damage: 24 / 32 / 40 / 48 / 56
Tick Scaling: 16% Intelligence
Bonus Damage: 50 / 100 / 150 / 200 / 250
Bonus Scaling: 40% Intelligence
Debuff Duration: 4s
Stun Duration: 1.5s
Range: 8.8m
Radius: 2.08m
Cooldown: 10s
Cost: 60 / 65 / 70 / 75 / 80
Empty the Crypts
5 9 13 17 20

Empty the Crypts

4 Y
Unleash a field of spirits at a target location for 6 seconds. Enemies inside the field take Magical Damage every 0.5s.
  • Each tick applies stacking Healing Reduction and Damage Dealt Reduction (stacks refresh).
  • After casting this ability, your next 3 Attacks also launch zombies that leave decaying corpses behind.
Damage Per Tick: 50 / 58 / 66 / 74 / 82
Scaling Per Tick: 15% Intelligence
Debuff Duration: 5s
Damage Dealt Reduction: 3% per stack
Healing Reduction: 25%
Range: 120m
Radius: 16m
Cooldown: 110s
Cost: 100

Ah Puch Threats

Tap each threat level to view Ah Puch’s threats

Max
2
Major
1
Even
1
Minor
0
Tiny
0

Ah Puch Synergies

Tap each synergy level to view Ah Puch’s synergies

Ideal
2
Strong
2
OK
0
Low
0
None
0

Introduction

Hi, my name is Ragna and I started playing Smite 1 on PC in 2021. I started playing in little community tournaments and after a lot of training and work I manage to play professional tournaments on Atlanta as the Smite Content Cup in 2024.

Now, in Smite 2 I have reached Deity every single split and I have competed in tournaments like Smite Vegas Qualifiers (ending in 5th position of EU) and right now Smite Prime, so Im always getting updated about the best metas on the game.

Apart from that I have a Twitch channel Ragna_smite where we play Smite 2 every single day and we do coaching for the subs to help them to improve on Smite 2, answering questions, talking about the game, etc.

Hope you find this guide as a good starting point for the midlane and helps you improve your Ah Puch skills and knowledge.

Here are my socials:

Abilities

Ah Puch's Abilities

Passive - Hollow Ground

When Ah Puch walks over a decaying corpse on the ground, you reduce the cooldown of Undead Surge and Corpse Explosion and restore Health Mana. Corpses can be destroyed by enemy gods or the Fire Giant with 2 attacks, and you can have up to 6 active at a time.

This passive completely changes how you play the game. Positioning yourself to walk over corpses between casts lets you spam your kit far more aggressively than the base cooldowns suggest.


Ability 1 - Undead Surge

Raises two decaying corpses from the underworld that surge forward, dealing Magical Damage to enemies in their path. Enemies hit are Slowed and have their Healing reduced for a duration. The corpses explode when they contact an enemy, reach max range, or when you reactivate the ability. After exploding they collapse and leave a corpse on the ground that you can pick up with your passive.

This is your main wave clear and poke tool. The anti-heal is incredibly relevant in the current meta so try to always apply it before the enemy can heal up.


Ability 2 - Corpse Explosion

Detonates a target area, dealing Magical Damage to all enemies inside. Any decaying corpses within the blast zone are also triggered, dealing a significant additional chunk of Magical Damage per corpse that goes off.

This is your main burst damage button and the core of every combo. The key is always setting up corpses with Undead Surge first, then detonating them with this. Landing both in the same spot on a clumped group of enemies is where Ah Puch gets his reputation for insane burst. Always think about corpse placement before you blow everything up.


Ability 3 - Fleeting Breath

Throws a charm from the underworld that awakens a decaying corpse and applies to enemies in the area, dealing Magical Damage over time. If any enemy affected by this ability uses or receives healing during the debuff, they take a heavy burst of bonus Magical Damage and are Stunned at the end of the effect. The corpse spawned by this ability also falls to the ground and can be picked up.

This ability is your anti-healer punish tool and your only hard CC. Against gods that heal frequently like Aphrodite, Guan Yu, or any carry with lifesteal, this becomes an absolute menace.


Ultimate - Empty the Crypts

Unleashes a massive field of spirits at a target location. Enemies standing inside take Magical Damage every and build up stacking debuffs that reduce their Healing and their Damage Dealt with each tick, up to 3 stacks. After casting, your next 3 basic attacks also launch zombies that leave decaying corpses behind.

This is your zone control monster and your teamfight finisher. The healing reduction stacks combined with the damage reduction debuff make this one of the most oppressive zone control abilities in the game, perfect for stalling objectives or forcing an entire enemy team to scatter.



Example Combos



Standard Clear & Poke: Undead Surge -> Corpse Explosion -> Basic Attacks

Full Burst Combo: Fleeting Breath -> Undead Surge -> Corpse Explosion -> Basic Attacks (wait for Stun to proc)

Ultimate Setup: Empty the Crypts -> Basic Attack x3 (place corpses) -> Undead Surge -> Corpse Explosion

How to play Ah Puch

Gameplay Start / Early Game

  • Push your first wave, then rotate to your side camps with your jungler. After clearing those, help with red buff (jungler takes the first one) and head back to lane.

  • After the first wave push, start grouping with your jungler to contest neutral buffs. Your Undead Surge Slow makes it very easy to secure kills on enemies trying to contest.

  • From here, the most important thing is getting comfortable with Ah Puch's passive, Hollow Ground. Always try to position yourself after casting Undead Surge to walk over the collapsed corpses that are left behind. This gives you free CDR, Health, and Mana, which is what lets you stay in lane without going back every five seconds.

  • After your first item, your poke gets scary. Undead Surge into Corpse Explosion chunks enemies for a huge amount. Start forcing the enemy mage under their tower with this combo and look for solo kill opportunities if they overextend.

  • Be very careful with Empty the Crypts in the early game. It has a long cooldown and you need it available for when your jungler comes to gank. Dropping it just to clear a wave is usually a waste.


Mid Game:

  • Mid game for a midlaner kicks in around 3 items. At this point Ah Puch is an absolute monster in teamfights. Empty the Crypts covering a big area combined with the corpse explosion follow-up is enough to obliterate multiple enemies at once.

  • Keep farming even though we have a ton of kill pressure now. It's easy to get greedy with how strong we feel, but falling behind in gold is never worth it. Kills are great, free kills are better.

  • Talk to your jungler and support constantly. Fleeting Breath setting up the Stun into Undead Surge and Corpse Explosion is an incredibly easy kill setup. One good call on mid lane can snowball the whole game.

  • Start thinking about rotations. Ah Puch doesn't have a dash, but we don't need one if we play from safe angles. Rotate after shoving your wave and always look to hit enemies with your corpse combos in narrow jungle paths where they can't dodge.


Late Game:
  • Late game Ah Puch is one of the best zone controllers in the entire roster. Throwing Undead Surge through narrow corridors or over walls and detonating them with Corpse Explosion makes you nearly impossible to approach for free.

  • Important things to always keep in mind when playing safe and poking from range:

    • Always know where the enemy jungler and support are. These are the two roles that can realistically dive you and get you killed before your team can react.
    • Keep Fleeting Breath ready for any god with high lifesteal or healing support. Punishing a healer in a teamfight and getting the Stun proc can completely swing the fight in our favor.
    • If someone dives you, don't panic. Send Undead Surge at their feet to Slow them, immediately follow with Corpse Explosion for the burst, and then back up. Without a mobility item like Blinking Abyss you rely entirely on your kit to survive dives.

  • Always stay behind your tanks and poke from maximum range. We don't need to get close to do our damage, and overextending is what gets Ah Puch killed.

  • At Fire Giant, drop Empty the Crypts directly on the pit. The zone forces enemies to either leave and give up the objective or stay and get shredded. Follow it up with 3 basic attacks to spawn corpses, then chain Undead Surge and Corpse Explosion into the pile for a massive burst.

  • If the enemy team is the one taking Fire Giant, save Empty the Crypts. Wait for them to group up, drop it on the pit, and hit as many people as possible with your full combo while they're stacked and debuffed. A well-timed ult here can flip the entire fight.

  • At phoenixes, the same principle applies. If we're sieging, zone the enemy carries with Undead Surge Slow fields and deny them space. If they're the ones sieging, wait for them to group up, drop Empty the Crypts on them, and go for the full combo while they're debuffed and clustered.

  • If you master Ah Puch's corpse management and always know where your next explosion is coming from, trust us, you'll be an absolute nightmare to play against.

How to ward as a midlaner

Early/Mid Game



Here you can see the best spots to ward as a Midlaner.

These wards will help you to be safe during the first instances of the game, giving you the information about if your getting ganked from the solo or duo side.

Very Passive Situation



These wards will help you recover if you come from a bad spot i which maybe you are getting ganked a lot or invaded

Late Game



These wards are use to help your team on teamfight situations or fire gigant pulls, there are a lot of possibilities take those ones who you consider that suits the best to your game situation.

Siege / Defense Phoenix



For this situation there are only two main spots to have a ward, as you can see them rotating from one lane to the others, maybe you could even put one at lane to see if minions are approaching the phoenix but it isn't that important as knowing which lane they are going to siege.

As with that information you could be able to be on the right position before your enemies giving you a great advantage for the teamfight.

Regardless of the role, wards are the most important consumable you can buy, so don't forget to buy two wards after each back!

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