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Hun Batz Jungle/Laning Guide [WIP]

August 18, 2013 by Ghetto
Comments: 47    |    Views: 173112    |   

Build 1
Build 2
Build 3
Build 4

Standard Lane/Jungle (Death's Toll)

Smite God: Hun Batz

Item Purchase Order

Starting Out

Build Item Hand Of The Gods (Old)
Build Item Death's Toll
Build Item Healing Potion
Build Item Healing Potion
Build Item Healing Potion
Build Item Mana Potion
Build Item Mana Potion
Build Item Mana Potion

Early Game

Build Item Tabi Build Item Devourer's Gauntlet Build Item Devourer's Gauntlet Build Item Devourer's Gauntlet Build Item Warrior Tabi

Mid Game

Build Item Frostbound Hammer Build Item Frostbound Hammer Build Item Frostbound Hammer Build Item Jotunn's Wrath Build Item Jotunn's Wrath Build Item Jotunn's Wrath

End Game

Build Item Hydra's Lament Build Item Hydra's Lament Build Item Hydra's Lament Build Item Titan's Bane Build Item Titan's Bane Build Item Titan's Bane

Second Ability (Pick One)

Build Item Aegis Amulet (Old) Build Item Purification Beads (Old) Build Item Creeping Curse Build Item Meditation Cloak

God Skill Order


Somersault 2 12 16 18 19 key bind

Overhand Smash

Overhand Smash 1 3 6 7 10 key bind

Sacred Monkey

Sacred Monkey 4 8 11 13 15 key bind

Fear No Evil

Fear No Evil 5 9 14 17 20 key bind

Hun Batz Jungle/Laning Guide [WIP]

August 18, 2013


This is my Hun Batz guide. I will keep adding to this but as the title says, this is a Work in Progress. If you have any suggestions on how to make this guide better or have an constructive criticism, feel free to post below. Other than that, I hope you enjoy my guide and that it wins you many games!

Pros / Cons


+ Great ganker
+ Has crowd control ( Somersault, Fear No Evil)
+ Can carry and clear a lane very well
+ Good initiation with Somersault
+ Good in team fights with Fear No Evil


- Squishy early game
- Mana hungry throughout the game
- No sustain


Infused Strikes

- Ability: Passive

When Hun Batz uses an ability, his next basic attack within the next 5 seconds will deal 25 extra physical damage (+20% of your physical power).


- Ability: 1

Hun Batz flips through the air, crashing down at a target location doing 50 / 90 / 130 / 170 / 210 damage (+70% of your physical power). It also slows enemies within the radius by 50% for 2 seconds.

Cost: 60

Cooldown: 15 / 14 / 13 / 12 / 11 seconds

Overhand Smash

- Ability: 2

Hun Batz smashes his staff on the ground in front of him, doing 85 / 150 / 215 / 280 / 345 damage (+100% of your physical power) in a cone effect, damaging all enemies within its radius.

Cost: 60 / 65 / 70 / 75 / 80 seconds

Cooldown: 12 / 11 / 10 / 9 / 8 seconds

Sacred Monkey

- Ability: 3

Hun Batz throws a monkey though the air, which pounces on enemy targets, doing 80 / 125 / 170 / 215 / 260 damage (+70% of your physical power) on each pounce, up to 4 times.

Cost: 75 / 80 / 85 / 90 / 95

Cooldown: 13 seconds

Fear No Evil

- Ability: 4 (Ultimate)

Hun Batz summons a totem from the ground, to ward off all enemies. Any enemy within the radius is directly feared away from the totem and takes 40 / 45 / 50 / 55 / 60 damage (+15% of your physical power) per .25 seconds. It lasts for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.

Cost: 100

Cooldown: 90 seconds


In this section, I will answer a few commonly asked questions about jungling.

- How does jungling in smite work?

In smite, you never want to spend all of your time jungling. You want to be laning just as much as jungling, just grabs the buffs, maybe gank, and get back to lane. If you have a laning partner who can solo well, then you may want to spend more time ganking and jungling, instead of staying in lane. This would give you and your laning partner more xp as you would be soloing minions/creeps, meaning that you are not sharing xp with anyone else.

- What items should I get?

When jungling, there is one item you will almost always need - Hand of the Gods. If you have played LoL, then Hand of the Gods is basically the Smite summoner spell. It helps you A LOT early game with jungle camps. Hirez also recently added an item called Bumba's Mask. It is an item designed for junglers at the start of a game, you do not need this item to jungle, but it helps early game - if you kill a jungle camp with an ally, you get the same amount of xp as if you did it solo. You also gain 10% of any jungle creep's health you kill, and gain 10% movement speed and 15 MP5 for 30 seconds when you kill the jungle camp boss.

- Where do I start?

If you have Bumba's Mask, then do a camp with your allied gods, as you won't lose any health (unless you tank it), and you will get the same amount of xp as if you did the camp solo. You can then go on and use your hand of the gods on one of the buff camps, and easily take the buff without losing much health (I recommend Damage buff or Mana buff). You can then go on to do a gold fury camp, as they are easier than buff camps. Then you just rinse and repeat, your Hand of the Gods should be off cooldown by now, and you won't even need it once you hit around level 6. All the while your laning partner is getting more xp while he solos the lane. You do however want to return to lane and help him out if he is struggling. Otherwise, gank as often as possible. It will help out the other lanes and level you up faster. Late game you want to be pushing lanes and only going in the jungle for a quick buff to help you in fights.

Below is a map of the jungle buff's locations and what they do.

Once you get to know the buff locations, jungling will become a lot easier. However there is still more you need to know, to help your team when jungling. One very annoying thing about jungling, is counter jungling. This is where both teams have junglers and they are both fighting for camps.

- How do I beat the enemy jungler?

The best thing to do against an enemy jungler is Ward. Warding jungle camps will allow you to see where your enemy is, and then you can sneak up on them while they are busy finishing a camp, and even steal their buff! One important thing about wards is placement, you don't want to put them in the most obvious place so that the enemy gods can destroy them easily. Try and hide them near camps, but not directly in front of the camp where they will be seen straight away. If you can Ward well, then you will do better than the enemy jungler. However you don't just have to ward camps, if you really want to help out your team, ward the exits near their lanes. This will help them see if any enemy gods are coming in for a gank. Although your team mates should place their own wards.

Jungle Starting Items

Death's Toll

- Used with: Hand of the Gods

Death's Toll is my personal favourite. It provides 15 physical power, 90 health, and 3% extra attack speed. That is 5 more physical power than Tabi, and it gives you extra health. Its passive restores 5 health and 1.5 mana on every successful basic attack, making it a very good item for Hun Batz, as he does not have any natural sustain. I recommend using this item, unless you prefer the perks of the others.

Bumba's Mask

- Used with: Hand of the Gods

Bumba's Mask provides pure jungle benefits. You gain 10% movement speed and 15 MP5 for 30 seconds whenever you kill a jungle creep. You are also healed for 10% of a jungle creep's max health when you kill it, and when you kill camps with allied gods, you gain xp at the same rate as if you had completed the camp solo. Bumba's Mask can allow you to level up quickly, but without providing any damage based benefits.


- Used with: Hand of the Gods

Tabi provides 10 physical power and 3% extra attack speed. This helps when fightings camps and enemy gods. Whereas an item like bumbas mask only provides jungle benefits. The reason someone may take Tabi over an item like Death's Toll, is because of the 10% speed boost and that it gives you through its passive.


Healing Potion

Healing Potion(s) provide 250 health over 25 seconds. You want to take a couple because you cannot predict what might happen early game. Buying health potion(s) will allow you to stay in lane/jungle, instead of having to recall. That is a big deal early game, having to recall would set you back slightly xp wise. Which is why you should only recall when you absolutely have to.

Mana Potion

Mana Potion(s) restores 150 mana over 25 seconds. It is useful for pretty much the same reason as health potion(s), they allow you to stay in lane/jungle, without having to recall to get more mana - meaning you don't get setback xp wise.


Ward(s) reveal an area of the map around where they are placed for 3 minutes. When placed properly they can save your team from ganks, and alert you when the enemy are doing certain jungle buffs. As a jungler you want to place wards more than your allied gods as your are freely roaming the map. I have already explained the rest in the previous chapter, so I'll leave you at that.

Enemy Gods

In this section of the guide, I will be listing a few gods which can be quite difficult to lane against when playing Hun Batz.


- Difficulty: Hard

Ares will always be on my hated enemy gods list, because he is an *******. His Shackles will screw you over some many times because it prevents you from using any escape abilities, then he can use Searing Flesh to hurt you even more while you are sitting there unable to use Somersault because of his stupid Shackles. That alone makes him my most hated god, but his ultimate also screws you over. Even if you buy Purification Beads his No Escape will always cooldown faster, unless you have level 3 Purification Beads. But even then the cooldowns are both 90 seconds, so you might use your beads somewhere else, leaving you defenceless half of the time you are fighting with Ares. If you are playing against him you need to buy either Purification Beads or Aegis Amulet - both if you can!

Passive - Blessed Presence

Ability 1 - Shackles

Ability 2 - Bolster Defenses

Ability 3 - Searing Flesh

Ability 4 - No Escape


- Difficulty: Hard

Ymir is hard to place against simply because he has a **** ton of crowd control. Because Hun Batz is so squishy, being frozen or slowed makes you very vulnerable to enemies. And since Ymir can **** out a ton of CC, you won't want to be around much. The best way to counter him is to have anti-cc items like Purification Beads or try to make him miss abilities, if he misses his Frost Breath, go and beat him up! Although he will most likely use Shards of Ice so make sure Somersault is off cooldown just in case you need to escape.

Passive - Frostbite

Ability 1 - Ice Wall

Ability 2 - Glacial Strike

Ability 3 - Frost Breath

Ability 4 - Shards of Ice


- Difficulty: Moderate

Sobek is difficult to play against for the same reason as Ymir - crowd control. Sobek can flip you into a world of hurt with Charge Prey - enemy abilities, towers etc. Which can give the enemy team easy kills, however it is easier to avoid than Shackles so if you don't play too aggressively, you should be ok. Tail Whip doesn't cause too much disturbance, but can be very frustrating when Sobek whips you away from himself or his team mates, preventing you from getting the kill. There is no way to counter his Tail Whip, it's just really annoying. He is also very hard to kill, because his passive ( Blessing of the Nile) combined with Sickening Strike means he loses hardly any health, unless you output a load of damage.

Passive - Blessing of the Nile

Ability 1 - Charge Prey

Ability 2 - Tail Whip

Ability 3 - Sickening Strike

Ability 4 - Lurking In The Waters


Default - Cost: Free

Red Demon - Cost: 200 or 9500

Shaolin Monk-ey - Cost: 400


That's it! As I mentioned before at the start of the guide, if you have any suggestion on how to make the guide better, post below! I can take criticism as long as it is constructive, if it isn't I will start crying and go and sit in a corner. Thanks for reading my Hun Batz guide!

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