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Switch the starter item when you have a teammate who can provide health/mana, such as Sylvanus.
On your first recall, get whatever the best thing is that you can afford. If you have a few early kills, try to prioritize Transcendence.
This is what your build will (typically) looks like once you've gotten your sixth item.
End-game is your choice. Sell boots for Elixir of Speed + an item, and sell starter for another item:
- Starter upgrades aren't great here, so you can sell for another item.
- Don't upgrade to Death's Toll.
- Sell boots for Elixir of Speed + another item.
- Anti-heal defense for whatever you're getting annoyed by.
+ Contagion if enemy jungle is your biggest threat.
+ Pestilence if enemy mage is your biggest threat.
+ Toxic Blade if enemy warrior/guardian/hunter has healing.
- Deathbringer if the enemy team is mostly squishy.
- Executioner or Dominance if the enemy team is tanky.
- Sell Devourer's Gauntlet for Bloodforge for some extra multi-kill capabilities.
- Dominance is great for an even mix between penetration and extra physical power. The best of both worlds.
As explained in the overview for Jing Wei's abilities, it's useless to upgrade the 2 early on, and the 1 does not have enough damage to warrant being upgraded early. Your ult is great to have, but only unlock it and don't upgrade it. The damage increase is simply not worth it. Thus, go for the buffs first (3, then 1), then do the crit chance (2), then upgrade the ult last (4).
Tap each threat level to view Jing Wei’s threats
Tap each synergy level to view Jing Wei’s synergies
This is the ultimate Jing Wei guide from a subpar player who plays a lot of gods for every role, but only Jing Wei for carry. My win rate is above 10% on Jing Wei, I've played at least 2 and a half hours of Smite, and I might not be above Silver II but my wife's boyfriend hit Master last season.
This guide contains multiple builds because Jing Wei does not have a "one size fits all" build (no god does). Read the situation and the enemy team comp and build accordingly. For example, what the hell is a full crit build gonna do against a team of four warrior/guardians?
Also, this guide has a lot of words, and some people like to play a god for the first time in ranked conquest without ever touching them beforehand. Definitely not what I do. Nope. I never do that. Nope. Anyway, all of the important takeaways are in colored text, so you can get by without reading the rest. I put the rest of the words there so everything formed proper English syntax. For the formality, I suppose.
Also, any feedback is very much appreciated.
Builds this guide contains:
All general threats and synergies are located on the first build (Conquest Carry - 1/2 Crit). Unfortunately the threats/synergies tab is linked to one build. If you see a threat or synergy on another build in this guide, then it is warranted specifically for that build; otherwise, refer to the first build.
I was gonna do this for each build but the items are always used for the same purpose. A build is just a different mixture of those items. The items listed here are items that carries will generally like to use. Disclaimer: just because an item is listed as red doesn't mean you can't run it, but I would advise against not doing so. For example, Hero's Axe is absolutely fantastic in the situation that you want to lose.
Always recommended / nearly essential.
Recommended for most or a lot of situations.
Mostly situational.
Rarely recommended / not recommended.
I also try to put the reasoning in the colored text, so don't only check the green text - some situations may apply to you.
The 1/2 Crit build is named for its ~50% critical hits.
Bring back Bumba's Mask @Hi-Rez
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In any case, there's some work to be put into the builds, but for the most part, what you see here is unfinished. I appreciate all the feedback though, I'll put some consideration into the builds I have planned out.
That said, if and when it's built, it should still have damage potential.
In addition, this build suggests double-stacking with Devo's followed by Trans, and that's just not a good suggestion. While these items are both strong in their own right, Jing isn't crazy-mana hungry so she doesn't need the CDR so much or the high mana. And when you're dedicating 2 spots to items that don't have AS, penetration, crit, etc., you're shrinking the already limited itemization options.
I'll just go through the rest at this point.
As for the feedback, a lot of it does make sense. I don't typically build Contagion or Pestilence, but I don't think they "should be nowhere near a Jing build." Dedicating one of your items to high protections, especially in end-game when all of your other items are fully built, isn't that bad of an idea. In fact, I was actually planning on recommending Mantle of Discord instead of the other two. In the end it is indeed situational, as sometimes you simply cannot afford to sacrifice an item slot. However, the option cannot be ruled out.
Double-stacking Devourer's Gauntlet and Transcendence is indeed a mistake on my part, I didn't exactly mean to put that in the build. I've only recently started doing this to see how it would perform in actual games, but it's pretty terrible. Actually the stacks aren't even a problem - even late into the game, Transcendence does less damage than Dominance as long as the opponent has more than 50 physical protections. Which, I believe, most gods have at level 20 without items.
"
I'll admit, I do need to try the Cowls out a bit more. My games with Cowls are fairly limited. However, from the few games I've played, I can't help but stock up on potions time and time again. Apollo has always been a tricky enemy for Jing, but it's even worse when you can't peel for yourself with a gust or dash or ult. Never mind doing all three - it's hard to even do one.
Running
"This build lacks pen." Yes, it does. As I said before, the build isn't finished and I rushed a bit and made some subpar builds just to see what it would all look like. I'm a huge fan of Executioner and almost always use it, so I'll represent that on the build when I'm able to work on it a bit more. For games with only one tank (no warrior, just a guardian, for example), I don't know if I'd want Asi and Executioner both. Probably sticking with Executioner is fine, but then switching to something like
"This itemization doesn't build enough into crits IMO." Yes, my other builds have 90-100% crit chance. I decided to do this one first, as I thought this is actually the easiest build for newer players. It has more sustainability and you won't need to rely too much on higher level gameplay to make sure you don't feed the carry. It's a bit more suited for lower level lobbies. But my main build is indeed a very basic 100% crit chance build with nothing super special about it, and it always has Executioner.
Again, thanks for the feedback. I wasn't planning on publishing this at its current state, and I've got a lot more items to try out for Jing Wei before I can make a good call on them. I'll reply to you once again when the build is done, but that may not be for a few weeks.
I also completely stand behind my statement that Contagion and Pest should just not be built by Jing...pretty much ever. Jing is high damage. She shouldn't worry too much about countering healing, since she will outdamage any healing that takes place by a significant margin. Also if you really need that anti-heal, your teammates should have picked them up (Divine, BBS, and Pest/Cont for the tanks). Again, it's tough because with the starter items, you're now limited to 5 items late-game instead of 6, so it's that much more important to itemize as well as possible.
However, you DO bring up one other item that CAN be considered if things are really bad / dangerous for you, and that's
And of course, other alternative bruiser items exist that are situationally picked up, including
I don't feel you need 90% crit chance. I think 70% is just about perfect. It's nice because Jing can get a temporary boost to crit chance, but otherwise, for her, Rage + WD or DB should be plenty in general. Rage + WD/DB + Ornate is fine too. Getting 1 less crit item (in looking to hit super high crit chance) means 1 more free slot for another item.
And while those options have potentially less AS, that's where getting Cowl or Arrow also allows you to build less AS if you want. DT doesn't allow that. I just think there are better starters right now than DT.
Anyway, yeah, will look forward to seeing the final product.