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Deity Tsukuyomi Jungle

Jungler Conquest
12 0 480
9.6
by lestimics updated September 7, 2026

Smite God: Tsukuyomi

Build Guide Discussion 0 More Guides
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Tsukuyomi Build

Started build

Notes Bumba's Cudgel provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 0,75 second.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bumba's Cudgel provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 0,75 second.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bumba's Cudgel Bumba's Cudgel
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Bumba's Hammer provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 1 second. It's really good for making combos with your skills and basic attacks.

Transcendence gives you strength and mana, its passive is that you have to stack the item by damaging enemies. These stacks give you mana, the more mana you have, the more strength the item provides.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Barbed Carver is a very aggressive item that gives you a lot of strength, lifesteal and extra ability damage.

Heartseeker Pure item to do a lot of damage.

The Crusher gives you strength and direct penetration, perfect for doing a lot of damage to gods without much defense.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bumba's Hammer provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 1 second. It's really good for making combos with your skills and basic attacks.

Transcendence gives you strength and mana, its passive is that you have to stack the item by damaging enemies. These stacks give you mana, the more mana you have, the more strength the item provides.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Barbed Carver is a very aggressive item that gives you a lot of strength, lifesteal and extra ability damage.

Heartseeker Pure item to do a lot of damage.

The Crusher gives you strength and direct penetration, perfect for doing a lot of damage to gods without much defense.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bumba's Hammer Bumba's Hammer
Build Item Transcendence Transcendence
Build Item Jotunn's Revenge Jotunn's Revenge
Build Item Hydra's Lament Hydra's Lament
Build Item Barbed Carver Barbed Carver
Build Item Heartseeker Heartseeker
Build Item The Crusher The Crusher
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Situational Items

Notes Book of Thoth grants you intelligence and mana, its passive requires you to stack by damaging enemies, granting you mana with each stack, and the more mana you have, the more intelligence it provides. If you want to go very late in the game, it's a good option to combine with Transcendence.

Titan's Bane is a very important item for damaging tanks and gods with a lot of defense. If you need to do more damage to tanks, change it to The Crusher.

Blinking Abyss You can teleport in front of you, perfect to do an engage or escape quickly.

Notes

Book of Thoth grants you intelligence and mana, its passive requires you to stack by damaging enemies, granting you mana with each stack, and the more mana you have, the more intelligence it provides. If you want to go very late in the game, it's a good option to combine with Transcendence.

Titan's Bane is a very important item for damaging tanks and gods with a lot of defense. If you need to do more damage to tanks, change it to The Crusher.

Blinking Abyss You can teleport in front of you, perfect to do an engage or escape quickly.

Build Item Book of Thoth Book of Thoth
Build Item Titan's Bane Titan's Bane
Build Item Blinking Abyss Blinking Abyss

God Aspect De-Activated

Aspect of Mangetsu

When gaining Shingetsu Ranged Attack, they become Mangetsu Ranged Attacks instead. Dark Moon Shuriken no longer sticks to gods. Piercing Moonlight hits each target only once for major damage in an AoE, before returning to his casting location.

Tsukuyomi's Skill Order

Dark Moon Shuriken

1 X Y
Dark Moon Shuriken
3 4 6 7 9

Kusarigama

2 A B
Kusarigama
2 8 11 12 14

Silver Moon Caltrops

3 B A
Silver Moon Caltrops
1 15 16 18 19

Piercing Moonlight

4 Y X
Piercing Moonlight
5 10 13 17 20
Dark Moon Shuriken
3 4 6 7 9

Dark Moon Shuriken

1 X
Throw a Shuriken that deals Physical Damage to enemies and sticks into the first God hit.
  • Retrieving the Shuriken from a God reduces this ability's cooldown.
  • After casting, your next Shingetsu Attack becomes a ranged attack that steals Movement Speed.
Damage: 70 / 120 / 170 / 220 / 270
Damage Scaling: 80% Strength + 70% Intelligence
Cooldown Reduction: -4s
Movement Speed Steal: 25%
Buff Duration: 4s
Range: 10.4m
Cooldown: 14s
Cost: 50 / 60 / 70 / 80 / 90

Additional Notes:
  • If a God dies while a Shuriken is in them, it will drop to the floor.
Kusarigama
2 8 11 12 14

Kusarigama

2 A
Perform a 3-swing combo with a Kusarigama. The first 2 swings deal Physical Damage and Disarm enemies. The final swing deals more Damage.
  • While Strength is higher than Intelligence, it is Shingetsu Infused. Otherwise, it is Mangetsu Infused.
  • Shingetsu Infused: Gain Movement Speed and the final swing Stuns.
  • Mangetsu Infused: The final swing gains +20% Base Damage, +20% Intelligence Scaling, and 3.2 meters range.
Swing Damage: 30 / 55 / 80 / 105 / 130
Swing Damage Scaling: 40% Strength + 25% Intelligence
Shingetsu Final Damage: 50 / 95 / 140 / 185 / 230
Shingetsu Final Damage Scaling: 90% Strength + 50% Intelligence
Shingetsu Stun Duration: 0.8 / 0.9 / 1 / 1.1 / 1.2s
Shingetsu Movement Speed: 25%
Mangetsu Final Damage: 71.5 / 130 / 188.5 / 247 / 305.5
Mangetsu Final Damage Scaling: 90% Strength + 80% Intelligence
Disarmed Duration: 1s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14s

Additional Notes:
  • You are immune to Knockups while swinging.
Silver Moon Caltrops
1 15 16 18 19

Silver Moon Caltrops

3 B
Scatter Caltrops in an area, dealing Physical Damage and Slowing enemies.
  • Enemies moving within the Caltrops take additional damage and are Slowed again.
  • After casting, your next Mangetsu attack becomes a ranged attack that deals bonus Physical Damage.
Damage: 20 / 30 / 40 / 50 / 60
Damage Scaling: 12.5% Strength + 15% Intelligence
Slow: 20%
Slow Duration: 1.5s
Mangetsu Bonus Damage: 5
Mangetsu Bonus Scaling: 30% Strength + 65% Intelligence
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 14s

Additional Notes:
  • Checks for movement every 0.25s for 6s.
Piercing Moonlight
5 10 13 17 20

Piercing Moonlight

4 Y
Fire 4 piercing beams of moonlight, marking and dealing Physical Damage to enemy Gods. You are CC Immune and have Damage Reduction while firing.
  • After firing, Dash through all marked Gods in order, dealing Physical Damage with each strike, applying Shingetsu and Mangetsu effects, as well as Attack Hit item effects.
    Killing a God with this ability empowers both weapons and grants both ranged attacks.
Beam Damage: 30 / 50 / 70 / 90 / 110
Beam Damage Scaling: 15% Strength + 40% Intelligence
Dash Damage: 60 / 85 / 110 / 135 / 160
Dash Damage Scaling: 55% Strength + 20% Intelligence
Damage Mitigation: 20%
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 100s

Tsukuyomi Threats

Tap each threat level to view Tsukuyomi’s threats

Max
0
Major
0
Even
3
Minor
0
Tiny
0

Tsukuyomi Synergies

Tap each synergy level to view Tsukuyomi’s synergies

Ideal
0
Strong
0
OK
3
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Jungle role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Tsukuyomi as Jungle.

Here are my socials:

Abilities

Tsukuyomi's Abilities


Passive - Shingetsu & Mangetsu

Damaging enemies empowers your twin tonfas, Shingetsu and Mangetsu.

Empowered Shingetsu cleaves for 50% damage and Restores Mana.

Empowered Mangetsu deals bonus Physical Damage and Heals.

It is very useful for health and mana sustain in jungle buff and harpies.


Ability 1 - Dark Moon Shuriken

Throw a shuriken that deals physical damage enemies in front of him and sticks into the first god hit but it can go through the minions.If you retrieve the shuriken from a god reduces this ability's cooldown.

After casting, your next shingetsu attack becomes a ranged attack that deal damage and steals movement speed.

It is the main ability of Tsukuyomi with which you will do more damage and clear your jungle. It's really good because you can do a lot of damage without getting close.



Ability 2 - Kusarigama

Perform a 3-swing combo with a kusarigama. The first 2 swings deal physical damage and disarm enemies. The final swing deals more damage.

You gain movement speed and the final swing stuns. You are immune to knockups while swinging.

It's very good ability thanks to the movement speed and the disarm ffor basic attacks, but an enemy can cut him off with stun or silence.


Ability 3 - Silver Moon Caltrops

Scatter caltrops in an area, dealing physical damage and slowing enemies.

Enemies moving within the caltrops take additional damage and are slowed again.

After casting, your next basic attack becomes a ranged attack that deals bonus physical damage.

Silver Moon Caltrops is very useful in late game thanks to the area it puts enemies in and the damage you can do.


Ultimate - Piercing Moonlight

Fire 4 piercing beams, marking and dealing physical damage to enemy gods. You are CC Immune and have damage reduction while firing.

After firing, dash through all marked gods in order, dealing physical damage with each strike.

Killing a god with this ability empowers both weapons and grants both ranged attacks.

Be careful because after using this ability you expose yourself a lot and you can be easily killed afterwards.


Example Combos:

To clear the jungle most efficiently: If you use Kusarigama you can hit all the harpies and clear quite well, but the best ability to clear the jungle especially in the early levels is Silver Moon Caltrops. When you use it, you have to move so that the buff or harpies move inside the spikes and take a lot of damage.

To poke the enemy you can use Silver Moon Caltrops to slow movement and be able to hit more easily > Dark Moon Shuriken and basic ranged attacks or the other way around Dark Moon Shuriken > basic ranged attack > Silver Moon Caltrops > basic ranged attack.

Burst enemy: Dark Moon Shuriken and basic ranged attack to slow him > Silver Moon Caltrops and basic ranged attack > Kusarigama to get close and stun him > continue hitting basics or use Piercing Moonlight.

To gank an enemy: The best way to gank with Tsukuyomi is to always take advantage of your range to deal damage, don't immediately close the distance to melee, use Dark Moon Shuriken and a basic ranged attack to slow him > Silver Moon Caltrops and a basic ranged attack. If the enemy tries to escape, Piercing Moonlight has a lot of range, although keep in mind that Aegis of Acceleration counters it quite well. Use Kusarigama when you are in melee.

Remember that you can use Piercing Moonlight to become immune to CC.

How to play Tsukuyomi

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to start on the scorpion leveling up your Silver Moon Caltrops (To kill this scorpion the fastest way, you have to use this ability from the side, and while hitting with basic attacks, move so that it takes damage from the spines), you just have to hit basic attacks (In all buffs and camps, it's important to execute skill combos and basic attacks well to gain a time advantage over the enemy jungler) and then go to the red buff in which your mid laner will help you do it so you can get this buff and go to the cyclopede camp next door, then you have to go to the harpy camp next to the speed camp, and then do the speed camp, your mid laner will help you set up the cyclopede camp in front of the speed lane that way you'll both reach level 3, then you'll both go to the middle lane.

  • Now, whoever wins the minion wave pressure decides whether to go to the neutral buff camp or the Gold Fury vision harpies, to gain pressure, you can use your abilities to push faster or attack the enemy mid or jungle, communicate with your midlaner what you want to do, If you want to push quickly, you can use Dark Moon Shuriken to help your midlane. In the early levels, Tsukuyomi is not very good, but if the enemy outpositions themselves, you can take advantage with your range, hitting Dark Moon Shuriken basic ranged attack > Silver Moon Caltrops basic ranged attack > Kusarigama to get close and stun him, if you win this pressure, it's best to take the neutral buff. Now you have several options: you can try to gank the solo lane, but if you really think you'll get the kill, it depends on the enemy god they have and how they're positioned, because if he is under the tower, it's very difficult to get the kill. You can also go back to mid to do another minion wave and keep pressuring mid, then move to the duo lane to look for a gank, or you can farm your harpy Camps. Even after that, you can do a small gank on another lane before backing.

  • After backing, buy what you can from the shop and you'll have two options again. You can look for a duo gank, which should respawn the enemy purple buff so you can invade it with your adc and support. Or you can go solo to kill the stones that respawn in the fire zone and possibly invade the blue buff in the solo lane. Keep in mind that these stones are quite tanky and you'll need help from your solo or mid laner, plus the enemy team won't let you kill them easily, so there will probably be a small teamfight (This option is the most profitable and the best). You can also try to gank the solo before this to leave the opposing solo lane with low health so they can't fight the rocks.

  • After this your entire jungle will spawn, so it's a good time to farm and finish your first item completely and think about what you're going to do next.

  • Remember to buy wards to gather information on the location of the opposing team and the movement of the enemy jungler.

Mid Game:
  • At this point of the game, which is roughly between 7:00 and 18:00 minutes. After you finish farming your jungle, the neutral mid buff and the Gold Fury vision harpies reappear, so try to do them with your midlaner. After this, it's important to look for a gank in one of the lanes because the pressure you apply is very important.

  • The jungle role is one of the most important because you have the ability to put your team ahead. If you go to any lane, you can not only get some kills but also create pressure, and the relics you force are very important for your teammates.

  • Tips for ganking lanes: For example, if you gank the solo lane, they're usually warriors and guardians who are quite tanky, so I recommend ganking more in the first few minutes of the game because they don't have much defense and you can get the fire stones, which give a lot of experience and permanent strength. If you're going to gank the duo lane, the most important thing is where the enemy adc is positioned, normally, if he is more or less in the middle of the lane, it should be an easy kill, but it's quite common for them to have wards. Teamfights in the mid lane are usually quite dangerous because the support is often there and can easily force you to use Purification Beads. Furthermore, if you manage to get a kill or apply a lot of pressure in the lanes, you can kill the Gold Furys or the Pyromancer, which are very important thanks to the experience and gold they grant.

  • As for the way to use the skills: The best way to gank with Tsukuyomi is to always take advantage of your range to deal damage, don't immediately close the distance to melee, use Dark Moon Shuriken and a basic ranged attack to slow him > Silver Moon Caltrops and a basic ranged attack. If the enemy tries to escape, Piercing Moonlight has a lot of range, although keep in mind that Aegis of Acceleration counters it quite well. Use Kusarigama when you are in melee.

  • It's also important to constantly farm your jungle, clearing your harpies, and very important to be ready as soon as your speed buffs spawn, the red buff and the scorpion, appear, because they are the ones that give the most experience and the buffs they drop are very important (the scorpion drops a global map ward that reveals all gods for 1 second, very useful if you don't know where they are).

  • It's important to pay attention to the objectives. The beacon that appears in the middle is crucial, group up with your team to secure it, as the nagas that spawn are very useful. For this, try picking someone in the jungle or play with your team. For teamfights, you have to play calmly, poking from afar with your kit Dark Moon Shuriken basic ranged attack to slow him > Silver Moon Caltrops basic ranged attack, and don't use your ultimate Piercing Moonlight too quickly because you'll get out of position and will probably get killed, make sure you're safe if you use it.

Late Game:
  • At this point in the game, which is around minute 18:00-25:00, your job is to try to pick an enemy carry or be prepared to enter teamfights in a way that allows you to do as much damage as possible.

  • To achieve this, you need a large number of wards around the map to know where the enemy team is at all times, in addition to your frontline doing a good job applying crowd control and damage so you can engage them in the best possible way.

  • If your team pulls the Fire Giant, you don't usually need to attack it unless your team doesn't have much dps. The best thing you can do is about look for someone by going to the sides and trying to kill the adc, mage, or jungler, taking advantage of your attack range Dark Moon Shuriken basic ranged attack to slow him > Silver Moon Caltrops basic ranged attack, Furthermore, if there are gods without Aegis of Acceleration, if you hit your ultimate on an enemy, you can practically one shot him without exposing yourself.

  • In games that go very late, you have to be careful because you can easily get one-shotted, so you have to play calmly and wait for your frontline to apply their crowd control so you can take advantage of it. It's important to know about enemy relics, because for example, if they don't have Purification Beads or Aegis of Acceleration you can apply your slows and deal damage more easy.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to play calmly, without doing any crazy engages, trying to pick someone and be able to ult multiple enemies and you team can poke the Phoenix little by little, you can also be in the mid zoning and creating pressure so that they come to defend you, thus giving your team a better opportunity.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Jungle

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

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

These wards will help you to know where the enemy jungle and the rest of the team is moving.


High Pressure Game

These wards are when you have a lot of pressure and you want to invade buffs. Remember to call your team that you want to invade so they can help you.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

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