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How To (Actually) Play Danzaburou (Masters ADC/Jungle Guide)

6 2 1,895
7.5
by DiscoFerry updated January 15, 2021

Smite God: Danzaburou

Build Guide Discussion 4 More Guides
DiscoFerry's Featured Video
Choose a Build: ADC
ADC Jungle
Tap Mouse over an item or ability icon for detailed info

Build Summary

Start

Build Item Hunter's Blessing Hunter's Blessing
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Normal Final Build

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ninja Tabi Ninja Tabi
Build Item Rage Rage
Build Item Atalanta's Bow Atalanta's Bow
Build Item Fail-Not Fail-Not
Build Item Deathbringer Deathbringer

Danzaburou's Skill Order Notes DONT LEVEL ANYTHING AT LEVEL 8, PUT POINTS INTO ABILITY 1 AND 4 AT LEVEL 9.

Notes

DONT LEVEL ANYTHING AT LEVEL 8, PUT POINTS INTO ABILITY 1 AND 4 AT LEVEL 9.

Fool's Gold

1 X Y
Fool's Gold
1 3 6 7 8

Alluring Spirits

2 A B
Alluring Spirits
2 10 11 12 14

Tanuki Trickery

3 B A
Tanuki Trickery
4 15 16 18 19

Uproarious Rocket

4 Y X
Uproarious Rocket
5 9 13 17 20
Fool's Gold
1 3 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 20% damage.

Ability Type: Projectile
Damage: 70 / 125 / 180 / 235 / 290 (+80% of your Physical Power)
Explosion Damage: 30 / 55 / 80 / 105 / 130 (+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. 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: Ground Target
Healing: 30 / 50 / 70 / 90 / 110 (+20% of your Physical Power)
Damage: 80 / 130 / 180 / 230 / 280 (+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: 16 / 15 / 14 / 13 / 12s
Tanuki Trickery
4 15 16 18 19

Tanuki Trickery

3 B
Danzaburou creates a field where he moves faster, is slow immune, takes less basic attack 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. After a short delay from transforming, any hit from Enemy gods or if Danzaburou himself attacks, he will revert back.

Ability Type: Ground Target
Movement Speed: 10 / 12.5 / 15 / 17.5 / 20%
Leaf Movement Speed: 20 / 25 / 30 / 35 / 40%
Reduced Basic Attack Damage: 20%
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 50% damage in a larger area.

Ability Type: Projectile or Charge
Damage: 300 / 360 / 420 / 480 / 540 (+110% of your Physical Power)
Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Cost: 100
Cooldown: 90s

Danzaburou Threats

Tap each threat level to view Danzaburou’s threats

Max
0
Major
2
Even
0
Minor
0
Tiny
0

Extended Build

Alt Qins Build

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ninja Tabi Ninja Tabi
Build Item Qin's Sais Qin's Sais
Build Item Atalanta's Bow Atalanta's Bow
Build Item Odysseus' Bow Odysseus' Bow
Build Item Berserker's Shield Berserker's Shield

Situationals

Build Item Toxic Blade Toxic Blade
Build Item Asi Asi
Build Item Bloodforge Bloodforge
Build Item Ichaival Ichaival
Build Item Malice Malice
Build Item Wind Demon Wind Demon
Build Item The Executioner The Executioner

Relics

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet

Introduction

Is Danzaburou any good? Did I Grind him to diamond within three days of his release? Do I have to google how to spell his name every time I type it? Yes. Here are some builds and tips to play him both in ADC and Jungle.

Here are my overall stats for danza (3KDA, 65% winrate):

Strengths & Weaknesses

Danzaburou has some very obvious up and down sides, which define how the character plays generally:

+ Just stupid damage. Really, this character hurts. Fool's Gold hits for about half your health, all game.
+ The taunt on Alluring Spirits is deceptively strong. Makes it surprisingly hard to dive or box him.
+ Actually good cc. Intoxicate, Taunt, Slow, and Stun.
+ God his ult is fun.


Danza does have his downsides though.

- Rather easy to dive. Tanuki Trickery isn't really a pure escape, and he has no instant movement ability.
- Needs to be up close to his target to do max damage, which puts him in danger a lot.
- No auto attack steroid, meaning he doesn't make as good of a tank killer as say, Rama.

Abilities and Leveling

As always, I will run through the god's abilities and leveling order.


Dubious Savings


Dubious Savings is... weird to explain. The simple description is, as you earn certain amounts of total gold, you gain some bonus power, and a little extra gold. Each milestone gives you 10 power, up to 40 total, and about 500 extra gold in total. Not particularly impactful, but definitely unique.

Fool's Gold


Fool's Gold is Danzaburou's main damage and clear ability. He throws out three bags that roll in a \|/ shape. If they hit an enemy god or reach the end of their targeter, they will explode after a second or so. The bags do damage if they hit anything while rolling, or if the explosion hits. Hitting multiple instances of damage from this ability will reduce the damage of each tick after the first to 20% of its normal damage.

Oh and I forgot, if the bag hits an enemy god while rolling, it also intoxicates them. Oh, and it drops a coin, which anyone on Danza's team can pick up to give him 10 gold. This ability does a lot of things.

Fool's Gold can do ridiculous damage, just the initial rolling damage alone does 400 + 110% damage, which is more damage than Cernunnos or Hachiman ult, for example.

Alluring Spirits


Danzaburou throws out a bottle, which heals him as he throws it, does damage to anything it lands on, and will slow and taunt any enemy gods within its radius after about a second. This bottle can be broken by a couple of auto attacks. Alluring Spirits is Danzas saving grace when getting dove, since putting it at your feet can make it difficult for any melee god to really stick to you without getting taunted away.

Tanuki Trickery


You thought the other abilities did too many things? Nope.

Tanuki Trickery creates a small circular field around Danza where he moves faster, takes less damage from enemy auto attacks, and gives him slow immunity. Enemies that walk into it are also slowed. If Danza walks out of the circle, he turns into a leaf. While he is in leaf form, he gains even more movement speed, longer slow immunity, and a Phantom Veil effect. Other decoy leaves also appear that mirror his movement. Taking damage or using an ability or auto attack breaks the leaf effect.

This is Danza's main "escape" tool. Its certainly not the most reliable escape, as it is hard countered by DOT effects like Serqet ult, and you cannot instantly turn into leaf form. However, the field itself is great for boxing, and the leaves can make for fun outplays.

Uproarious Rocket


You basically just become bullet bill from Mario kart. Danza summons a massive rocket, which he can either lock onto an enemy god similar to Persephone's flowers, or he can hop in it himself by pressing the ability button again. Once the rocket hits an enemy, wall, or runs out of time, it explodes, doing stupid damage to any enemy it hits, and half that damage in a fairly large area. It also stuns any enemy hit by it.

Uproarious Rocket is generally used for chasing, escaping, or engaging/ganking. Hopping inside it puts you in the perfect position to hit the rest of your kit while the enemy is stunned. Alternatively, let it lock on to a low health enemy and watch it do the hard work for you.


Leveling order:



Level 1-5:


1

>

2

>

1

>

3

>

4


Leveling Priority:


4

>

1

>

2

>

3


At level 1, your best clear is with Fool's Gold, so you start with that. Danza's level 2 kill potential with Alluring Spirits is super high with the slow, taunt, and intoxicate from Fool's Gold, so level that next. You shouldn't need the escape from Tanuki Trickery early, so I recommend putting the second point in the 1 at level 3. You are forced to level it at level 4 though. At 5, grab your ult.

The Builds

The thought process behind the main ADC and Jungle builds are mostly the same, get the most damage out of Danzas combos. If you ult someone and they don't die, its probably the fault of the build. Crit with failnot and Deathbringer gives you plenty of burst damage to just mow through teams, but including some lifesteal through either Devourer's Gauntlet or Asi means you can still box when your abilities are down.

Both roles include alternate builds, which are viable, but in my opinion, not as good as the crit build. ADC includes a typical Qin's Sais focused build, but Danza generally wont use this build as well as most other hunters as he lacks an auto attack steroid. The jungle section also includes a more burst focused build, but this build may lack a punch when your abilities are on cooldown.

Need more tank damage in the builds? Add an atalantas bow or The Executioner in. Need antiheal? Toxic Blade or Brawler's Beat Stick. Want more dps for a little less burst? Swap Deathbringer for Wind Demon (or get it afterwards). More ability focus? Pick up Malice instead. Other situational items are just options you can add in if you want to.

Playstyle

Generally Danzaburou is fairly combo focused. Hitting either Alluring Spirits or fools gold will hold the enemy in place enough to hit the other. Add auto attacks to this combo, and most squishies will die just with this combo. If they don't, ult either at the start or the end of the combo, they'll die then.

Getting dove? Throw Alluring Spirits on your feet, and then either pop Tanuki Trickery to try and escape, hop inside your ult (it makes you immune to damage), or just turn around and kill them. Up to you really.

Uproarious Rocket can be used to enter and disrupt a fight very quickly. You can launch yourself right into their backline, one shot their mid or ADC, and turn the fight from there. Its also a great escape if you need it, or you can throw it as a homing rocket to watch their team scramble to avoid or block it.

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0
Kriega1 (120) | January 5, 2021 11:40am
Just one thing, you say "ADC includes a typical Qin's Sais focused build, but Danza generally wont use this build as well as most other hunters as he lacks an auto attack steroid" - isn't this only relevant early to mid game? (also Heim, Anhur being top / good hunters in current meta and they generally go Qins focused builds) By lategame your build has maxed out AS anyway especially when running Qins, all it really means is you don't want Silverbranch on him.
1
DiscoFerry (2) | January 5, 2021 11:59am
well, sure, but being able to use silverbranch does make the qins type build far better. Additionally, danza generally isn't just taping his mouse button down for a full teamfight. He can also get to the backline better than anhur, and doesn't have a crit debuff like heim, which makes the crit build generally better on him. He also uses failnot fair better than both of those characters, and just about every other hunter.
0
Kriega1 (120) | January 5, 2021 12:05pm
Wasn't Heim's crit debuff just to balance it with his AA chain? Also right now at high levels of ranked / competitive we're seeing Fail-Not as a lone crit item in general Qins focused builds.
1
DiscoFerry (2) | January 5, 2021 11:24am
Apparently this isnt mobile friendly, not sure why, didn't see any issues in the preview :/
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League of Legends Build Guide Author DiscoFerry
How To (Actually) Play Danzaburou (Masters ADC/Jungle Guide)
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