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GRANDMASTER DANZABUROU ADC GUIDE

27 8 64,238
6.8
by TottiGR updated June 17, 2024

Smite God: Danzaburou

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Danzaburou Build

Starting Build

Notes Death's Toll is one of the best starters for fighting and sustaining in lane while you get a lot of power!

Light Balde will evolve into Asi.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Death's Toll is one of the best starters for fighting and sustaining in lane while you get a lot of power!

Light Balde will evolve into Asi.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Death's Toll Death's Toll
Build Item Light Blade Light Blade
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Death's Temper is insane for team fights in late game because it gives you attack speed, power and an additional basic damage buff that will increase a lot your DPS as ADC for securing objectives and burning tanks.

Asi after the last buff where it was given flat penetration, is essential on an basic attack damage build because it gives you attack speed, power, lifesteal and penetration.

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Rage it is a really good choices for early/mid game because it will provide you with critical chance and power that can be really important for winning trades and do snowball!

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Death's Temper is insane for team fights in late game because it gives you attack speed, power and an additional basic damage buff that will increase a lot your DPS as ADC for securing objectives and burning tanks.

Asi after the last buff where it was given flat penetration, is essential on an basic attack damage build because it gives you attack speed, power, lifesteal and penetration.

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Rage it is a really good choices for early/mid game because it will provide you with critical chance and power that can be really important for winning trades and do snowball!

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Death's Temper Death's Temper
Build Item Asi Asi
Build Item Rage Rage
Build Item Envenomed Executioner Envenomed Executioner
Build Item Dominance Dominance
Build Item Devoted Deathbringer Devoted Deathbringer
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Other Choices

Notes Atalanta's Bow provides you with physical penetration, good power and a lot of attack speed. If you want to buy it against gods with slow you should always buy it instead of Fail-Not.

Fortifying Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice if you go for a critical damage based build. You should always buy it instead of Executioner or Dominance.

Qin's Sais you should always buy this item because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.

Notes

Atalanta's Bow provides you with physical penetration, good power and a lot of attack speed. If you want to buy it against gods with slow you should always buy it instead of Fail-Not.

Fortifying Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice if you go for a critical damage based build. You should always buy it instead of Executioner or Dominance.

Qin's Sais you should always buy this item because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.

Build Item Atalanta's Bow Atalanta's Bow
Build Item Qin's Sais Qin's Sais
Build Item Bladed Boomerang Bladed Boomerang
Build Item Odysseus' Bow Odysseus' Bow
Build Item Titan's Bane Titan's Bane
Build Item Griffonwing Earrings Griffonwing Earrings
Build Item Fail-Not Fail-Not
Build Item Fortifying Shell Fortifying Shell

Danzaburou's Skill Order

Fool's Gold

1 X Y
Fool's Gold
1 4 6 7 8

Alluring Spirits

2 A B
Alluring Spirits
2 10 11 12 14

Tanuki Trickery

3 B A
Tanuki Trickery
3 15 16 18 19

Uproarious Rocket

4 Y X
Uproarious Rocket
5 9 13 17 20
Fool's Gold
1 4 6 7 8

Fool's Gold

1 X
Danzaburou rolls out 3 money bags that pass through and damage Enemy minions but stop on Enemy gods, slowing as they travel. Gods hit are damaged and Intoxicated, dropping a gold coin that Danzaburou or his ally gods can pick up to provide him 10 gold.

When a money bag stops moving, it reveals to be an explosive which detonates after a short delay. Subsequent hits of the money bag or explosions deal 15% damage.

Ability Type: Line, Intoxicate, Damage
Damage: 95 / 145 / 195 / 245 / 295 (+80% of your Physical Power)
Explosion Damage: 40 / 65 / 90 / 115 / 140 (+30% of your Physical Power)
Intoxicate Duration: 0.6 / 0.8 / 1 / 1.2 / 1.4s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 12s
Alluring Spirits
2 10 11 12 14

Alluring Spirits

2 A
Danzaburou takes a swig of his sake bottle, gaining health, before hurling it in front of him dealing damage to Enemies in the inner circle. Jungle Camps take an extra +40% damage.

The bottle of sake applies stacks to Enemy gods in the area slowing, and upon reaching 3 stacks, taunting (with no diminishing returns) them towards the sake bottle. Enemies that take more than 30% of their max. Health while taunted are broken out early.

Ability Type: Circle, Crowd Control, Damage
Healing: 30 / 55 / 80 / 105 / 130
Damage: 90 / 140 / 190 / 240 / 290 (+70% of your Physical Power)
Slow per stack: 10% for 1.5s (3 stacks max.)
Taunt Duration: 1s
Hits to Break: 2 / 2 / 3 / 3 / 4
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Tanuki Trickery
3 15 16 18 19

Tanuki Trickery

3 B
Danzaburou creates a field where he moves faster, is slow immune, takes less damage, and has no basic attack penalty. Enemies in the field are slowed by 20%. If Danzaburou leaves the field it fades turning him into a leaf with other decoys that mimic his movement. As a leaf his movement speed is increased, he is slow immune and can pass through enemies and allies. After a short delay from transforming, any hit from Enemy gods or if Danzaburou himself attacks, he will revert back.

Ability Type: Circle, Buff
Movement Speed: 20%
Leaf Movement Speed: 30 / 32.5 / 35 / 37.5 / 40%
Reduced Damage: 15%
Field Duration: 5s
Leaf Duration: 4s
Cost: 70
Cooldown: 16s
Uproarious Rocket
5 9 13 17 20

Uproarious Rocket

4 Y
Danzaburou summons a magical leaf which transforms into a large bamboo rocket! While preparing, Danzaburou can aim the rocket within 180 degrees to lock onto Enemy gods or he can refire this ability to become the rocket, also becoming damage immune.

Once fired the Rocket will pass through and damage Enemy minions, stopping on the first Enemy god hit damaging and stunning them while dealing 75% damage in a larger area.

Ability Type: Line, Crowd Control, Damage
Damage: 300 / 360 / 420 / 480 / 540 (+100% of your Physical Power)
Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Range: 120
Radius: 30
Cost: 100
Cooldown: 90s

Danzaburou Threats

Tap each threat level to view Danzaburou’s threats

Max
6
Major
0
Even
0
Minor
0
Tiny
0

Danzaburou Synergies

Tap each synergy level to view Danzaburou’s synergies

Ideal
3
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Danzaburou as an ADC.


Here are my socials:

Abilities

Danzaburou's Abilities


Passive - Dubious Savings

Whenever Danzaburou actively gains gold, he stores 10% into one of his money pouches instead. When a pouch is filled, he gains bonus gold and a permanent Physical Power increase before switching to a larger money pouch.

Remember it's essential to keep in mind that get behind the enemy is a sentence of death, because you gain actively less gold than him, so if you get behind you will allow him to snowball you due to your passive.

If you notice that you are at risk of getting behind, stay safe and DO NOT stopping farming.


Ability 1 - Fool's Gold

Danzaburou rolls out 3 money bags that pass through and damage enemy minions, but stop on enemy gods. When a money bag stops moving or hits a god, it reveals to be an explosive, which detonates after a short delay applying a lot of damage.

Gods hit are damaged and intoxicated, dropping a gold coin that both Danza or any ally can pick up to provide him exactly 10 gold.


Ability 2 - Alluring Spirits

Danzaburoutakes a swig of his sake bottle, gaining health, before hurling it in front of him, dealing damage to enemies in the inner circle. The bottle of sake applies stacks to enemy gods in the area slowing, and upon reaching 3 stacks, taunting (*with no diminishing returns*) them towards the sake bottle.

You may use this skill for a lot of proposes like self-peel and get distance (kitting) from enemies trying to stick on you, engaging in a fight, to support a teammate… The taunt opens a lot of possibilities. Try to always hit the center of the area on the enemy, making it almost impossible to escape/avoid the taunt


Ability 3 - Tanuki Trickery

Danzaburou creates a field where he moves faster, is slow immune, takes less basic attack damage, and has no basic attack penalty (pretty balanced). Enemies in the field are slowed by 20%.

If he leaves the field, it fades, turning him into a leaf with other decoys that mimic his movement. As a leaf his movement speed is increased, he is slow immune and can pass through enemies and structures like phoenixes or towers without getting any damage.

This ability can make you unbeatable on boxing (fighting 1 vs 1) while, if used in a smart way, can also be a good escape. Just remember that tick damage may break your transformation, so avoid them or wait until the end to leave the circle.

You are untargetable by towers/phoenixes while in leaf form, are not revealed through the true sight they have (unlike other stealth) and they stop aiming at you when you become a leaf, but it does not stop or make incoming shots to miss.


Ultimate - Uproarious Rocket

Danzaburou's ultimate skill. He summons a magical leaf that transforms into a large bamboo rocket! While preparing, the tanuki can aim the rocket within 180 degrees to lock onto enemy gods, or he can refire this ability to become the rocket, also becoming untargetable. Once fired, the rocket will pass through and damage enemy minions, stopping on the first Enemy god/wall hit damaging and stunning them while dealing 50% damage in a larger area.

Your ultimate is an awesome skill, you may use it to engage in a fight, start a fight, self-peel, escape, or just to become CC immune from something like Ares No Escape.

You are totally untargetable and damage immune while inside the rocket, not even towers/phoenixes will hit you (different of Heimdallr's bifrost which towers can aim/fire while he is teleporting), so you may pass through structures without thinking about anything.


Example Combos:


Alluring Spirits > Fool's Gold > Tanuki Trickery > Basic Attacks > Uproarious Rocket

Uproarious Rocket > Fool's Gold > Alluring Spirits > Tanuki Trickery > Basic Attacks.

Remember as Danzaburou that you can always use your ultimate skill Uproarious Rocket to escape from enemies or to do engage on them. You can also use Tanuki Trickery as a peeling skill because will give you the Hastened Katana passive and as soon as you go away from the range of the skill you will convert yourself into a leaf that will be immune to towers or phoenixes in case you are getting chased this information IS REALLY IMPORTANT.

How To Play Danzaburou

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the xp camp, meanwhile the support deals damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 1 so will need to take 1 minion of the first wave to get level 2 and level up your Tanuki Trickery so you will have an skill that can be used for escaping or for starting a duo lane fight, using this skill will highly increase your chances about winning 1vs1 or getting duo kills and can be also be used as an escaping way of getting chased by the enemies.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you should use your attack speed shard to do it as quick as possible, for securing the buff you should always maintain your Fool's Gold available. If someone comes to contest, you should always try to fight them instead of securing the buff because you have a good early fighting god.

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This hunter has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). Don't try to risk your life if you don't wave any wards spotted on the map by jumping into the enemy, just try to poke him out starting by using Alluring Spirits and then Tanuki Trickery for avoiding enemy auto attacks while having easier chances of hitting yours, be always confident and try it out. If you don't risk you will never achieve greatness :P.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:

  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • As Danzaburou you are an easy kill because your ultimate can easily be cut by the enemies standing in front of it, even by using walls like Ymir. You should always stay in a backline position and use Tanuki Trickery in a smart way.

  • Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward As ADC

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.


  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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League of Legends Build Guide Author TottiGR
GRANDMASTER DANZABUROU ADC GUIDE
Table of Contents

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