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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.
Bluestone Pendant
Gem
Health Potion
Purification Beads
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.
Bluestone Brooch
Gem of Focus
Totem Of Death
Soul Reaver
Rod of Tahuti
Obsidian Shard
Blinking Abyss
Purification Beads
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.
Spear of Desolation
Divine Ruin
Chronos' Pendant
Time-Lock Aegis
Magi's Cloak

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.
Tap each threat level to view Ah Puch’s threats
Tap each synergy level to view Ah Puch’s synergies
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:
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Passive - When 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. |
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Ability 1 - 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. |
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Ability 2 - 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 |
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Ability 3 - 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 |
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Ultimate - 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. |
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