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Grandmaster Nemesis Jungle

34 7 66,889
8.9
by AutoSpeed updated September 13, 2024

Smite God: Nemesis

Build Guide Discussion 12 More Guides
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Nemesis Build

Starting Items

Notes Golden Blade is not worth it because Golden Shard is free.

Notes

Golden Blade is not worth it because Golden Shard is free.

Build Item Eye Of The Jungle Eye Of The Jungle
Build Item Katana Katana
Build Item Healing Potion Healing Potion
3
Build Item Blink Rune Blink Rune
Build Item Golden Shard Golden Shard

Meta DPS

Notes Highest possible dps build, you will have the most success with this build.

Rage will give more dps in comparison to Bladed Boomerang or Demon Blade, despite not having attack speed.

Notes

Highest possible dps build, you will have the most success with this build.

Rage will give more dps in comparison to Bladed Boomerang or Demon Blade, despite not having attack speed.

Build Item Seer Of The Jungle Seer Of The Jungle
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Fail-Not Fail-Not
Build Item Rage Rage
Build Item Serrated Edge Serrated Edge
Build Item Devoted Deathbringer Devoted Deathbringer
Build Item Temporal Beads Temporal Beads
Build Item Scorching Blink Rune Scorching Blink Rune

Non-Crit Build

Notes Gives you stronger survival when taking damage from multiple enemies. Better build for hard-diving in a teamfight.

Notes

Gives you stronger survival when taking damage from multiple enemies. Better build for hard-diving in a teamfight.

Build Item Seer Of The Jungle Seer Of The Jungle
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Arondight Arondight
Build Item Serrated Edge Serrated Edge
Build Item Qin's Sais Qin's Sais
Build Item Mantle of Discord Mantle of Discord
Build Item Temporal Beads Temporal Beads
Build Item Scorching Blink Rune Scorching Blink Rune

Situational Items

Notes Bloodforge can replace Mantle of Discord in the non-crit build if you want higher sustain / snowball.

Hydra's Lament could replace Arondight if you want a little extra damage, at the cost of movement speed.

Notes

Bloodforge can replace Mantle of Discord in the non-crit build if you want higher sustain / snowball.

Hydra's Lament could replace Arondight if you want a little extra damage, at the cost of movement speed.

Build Item Bloodforge Bloodforge
Build Item Hydra's Lament Hydra's Lament
Build Item Ichaival Ichaival

Nemesis's Skill Order

Swift Vengeance

1 X Y
Swift Vengeance
2 15 16 18 19

Slice and Dice

2 A B
Slice and Dice
1 4 6 7 9

Retribution

3 B A
Retribution
3 8 11 12 14

Divine Judgement

4 Y X
Divine Judgement
5 10 13 17 20
Swift Vengeance
2 15 16 18 19

Swift Vengeance

1 X
Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. She may use Basic Attacks and Abilities between the dashes.

Ability Type: Dash, Damage
Damage: 50 / 80 / 110 / 140 / 170 (+35% of your Physical Power)
Cost: 50
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Slice and Dice
1 4 6 7 9

Slice and Dice

2 A
Nemesis swings her blade, dealing damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and Slowed for 2s.

Ability Type: Cone, Slow, Damage
Damage: 55 / 85 / 115 / 145 / 175 (+40% of your Physical Power)
Damage (Center): 110 / 170 / 230 / 290 / 350 (+80% of your Physical Power)
Slow: 30%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 11s
Retribution
3 8 11 12 14

Retribution

3 B
Nemesis activates a temporary Shield around herself that protects her from a set amount of damage, or until time expires. A percentage of incoming damage from gods is healed and reflected back to the source. Hard Crowd Control effects remove the Shield.

Ability Type: Buff, Damage
Damage Reflect: 50% of damage received
Healing: 70% of damage received
Shield Health: 150 / 225 / 300 / 375 / 450
Duration: 2.5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Divine Judgement
5 10 13 17 20

Divine Judgement

4 Y
Nemesis chooses a single enemy god, reducing their Health and movement speed and stealing a portion of their Protections for a time period. Her movement speed is also increased during this time.

Ability Type: Buff
Damage: 15 / 17.5 / 20 / 22.5 / 25% of current HP
Protections: 25%
Movement Speed: 10 / 12.5 / 15 / 17.5 / 20%
Target Debuff Duration: 5s
Nemesis Buff Duration: 5s
Cost: 90 / 95 / 100 / 105 / 110
Cooldown: 90s

Nemesis Threats

Tap each threat level to view Nemesis’s threats

Max
2
Major
6
Even
8
Minor
3
Tiny
3

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Nemesis Basics

Nemesis' Abilities


Passive - Scales of Fate

Nemesis steals power each time she hits an enemy, up to 3 times.

While it might not sound like much, this is one of the best 1v1 passives in the game. Scales of Fate is the reason why Nemesis feels dangerous in late game 1v1s.


Ability 1 - Swift Vengeance

Nemesis dashes a short distance forward, dealing damage. She can dash once more within the next 2 seconds.

Swift Vengeance is how you engage/disengage from fights. You can use attack between the dashes.


Ability 2 - Slice and Dice

Nemesis swings her sword, dealing damage in a cone. Enemies towards the center of the cone take 2x damage and are slowed.

Slice and Dice is your main damaging ability, which is used on cooldown to clear jungle camps and hit enemy gods.


Ability 3 - Retribution

Nemesis summons a shield, protecting her from damage. She heals based on the damage received. The shield can be removed by Hard Crowd Control effects

Retribution is a powerful 1v1 ability, used to absorb and heal damage. It also works as a auto attack reset - using it directly after auto attacking causes a fast, almost instant auto attack to follow.


Ultimate - Divine Judgement

Nemesis deals damage to a single god within range, dealing damage based on current HP %, while also stealing protections and movement speed from them. This ability cannot miss.

Divine Judgement is used to catch up to an enemy, usually right away. You could use it on your current target to buff yourself and reduce their protections/speed, or on a nearby tank to get a larger protection buff.


Ability Rotations:

Melee Damage:

Slice and Dice > Auto Attack > Retribution > Auto Attack

Dash Attacks:

Swift Vengeance > Auto Attack > Retribution > Auto Attack > Swift Vengeance > Auto Attack > Slice and Dice

Slice and Dice can replace any of the Auto Attacks. It should either be used right away, or at the very end when the enemies are no longer in melee range (also if you need the slow).

Late Game 1v1:

Divine Judgement > Auto Attack > Retribution > Auto Attack > Swift Vengeance

Ability Tips:

Slice and Dice should only be used for the slow late game, as Auto Attacks will do more damage.

Use your dash Swift Vengeance to catch up to the target, but never dash twice in a row. Cancel the ability, use Slice and Dice or some auto attacks, and activate Swift Vengeance just before you run out of time to dash twice. This is important to chase enemies properly as some may juke, and also to get the maximum amount of damage out.

Retribution is a powerful auto attack cancel ability, and is very powerful for winning a 1v1. It's best used to prevent yourself from taking damage by dealing burst damage, or waiting for you to fall around ~80% health for the best value. You can use Purification Beads and Retribution together to prevent it from being cancelled by hard CC

Jungle Tutorial

Early Game:
  • Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.

  • You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.

  • Nemesis is strong at killing the enemies early on, as you have high mobility and slows. You win most jungle 1v1s as well, so path aggressively.

  • You have a priority of: Buff Camps > Rotations > Harpies. You won't loose out on farm, but putting Rotations before Harpies will make sure you spend your farm, rather than miss out on opportunities.

Mid Game:
  • Begins around ~14 minutes, or when most people have hit Level 12 and unlocked their Second Relic. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.

  • Be prepared for fights around objectives, and do your best to make it towards team fights. Your job is much easier if the fights have already begun, but you can't do your job if you are on the opposite side of the map! Be prepared beforehand.

  • During team fights, wait for the fight to begin, and blink on the enemy backline. Use your Retribution to deal damage while buying time, and use Divine Judgement instantly to get the most value. If you see the enemy jungler looking to blink in, it might be a good idea to keep them out - Nemesis can win (if not stall) most junglers, denying the other jungler from fighting makes up for her lack of AOE damage.

Late Game:
  • Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.

  • During Fire Giant skirmishes, you will blink on enemies exactly as you have been doing in the Mid Game, except you must keep your Purification Beads up. One of the biggest problems you will face is loosing relics before the fight starts, which is why hovering around mid lane is a good idea. You could look for the Blink Rune on the enemy jungler, as you win almost every 1v1 and have strong mobility. You could then decide to path high on the enemies, or push mid. Pushing mid is much better than going all the way over to duo lane, because you do nothing for your team on that side of the map.

  • During a Siege Fight, split pushing is your job. Do it with or without your solo laner. You can win and chase almost every jungler down at this stage of the game, and fights are favored for you when their team cannot save them. Due to you having no long-range abilities, Blink Rune is very important for securing a kill.

Warding


Green = Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards

Blue = Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight

Final Advice

Nemesis is a very fun character to play, boasting an independent playstyle. Her only drawback is the lack of CC immunity, but if it ever feels oppressive Magi's Revenge is always an option. Putting her abilities on "Instant Cast" or "Quick Cast" may help with auto attack fluency. She was the first gods I ever played, and I hope you have fun playing her. Go wild!

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1
Pierc | July 6, 2024 4:50pm
good
1
Wrath of Jon | April 22, 2024 11:00am
why is everyone using the bow over hastened katana, I think its better to not have to rely on getting a kill or assist for the passive, especially as a first item.
1
Kriega1 (143) | April 22, 2024 11:30am
Hastened is a weak power spike with poor stats, and the passive isn't necessary. Atalanta's is mostly built for base stats, but the passive can be good. Haste passive also isn't necessary when her 2 slows, her ult steals movement speed, and she can double dash. Also Arondight gives movement speed too.
1
SimplyAdriel | March 4, 2024 5:30am
Got a question for ya, I'm a big fan of Nemesis as she was one of my first Gods back when I first tried SMITE, but my buddies and I only really play Slash. Given that Eye of the Jungle is quite limited in said game mode, what starter would you recommend? My initial feeling was to go for Ornate Arrow or Manikin Mace.
1
AutoSpeed | March 12, 2024 7:58am
Bluestone is my choice since it will increase your early game pressure and, when the time comes, it scales well into corrupted bluestone because to its compatibility with your ult and passive. AXE OF ANIMOSITY will also work well.
1
SimplyAdriel | March 12, 2024 6:59pm
I do have a fondness for Redstone, I'll give that a shot next time. I tried going Axe and selling it into Bloodforge, but the game ended before I respawned with it lol.
1
Kriega1 (143) | March 4, 2024 3:32pm
In Slash you'd prob either go burst ability based with Axe / Bluestone or a bruiser AA build with Axe
1
SimplyAdriel | March 5, 2024 1:51am
Do you think the current itemization would support those types of builds for here well? Given that Slash is 4v4 atm my concern is that I wouldn't have the damage numbers to justify the pick.
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