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 Death's Toll
                    Death's Toll
                                     Spiked Gauntlet
                    Spiked Gauntlet
                                     Healing Potion
                    Healing Potion
                                     Multi Potion
                    Multi Potion
                                     Purification Beads
                        Purification Beads
                     Golden Shard
                        Golden Shard
                    Final build noted here in recommended order. Glyph on Deathbringer is situational, go Devoted if needing more damage, or Malicious if you already melt plenty for the cooldown reductions.
 Death's Temper
                    Death's Temper
                                     Devourer's Gauntlet
                    Devourer's Gauntlet
                                     Fail-Not
                    Fail-Not
                                     Rage
                    Rage
                                     Hydra's Lament
                    Hydra's Lament
                                     Deathbringer
                    Deathbringer
                                     Temporal Beads
                        Temporal Beads
                     Greater Aegis Amulet
                        Greater Aegis Amulet
                     Scorching Blink Rune
                        Scorching Blink Rune
                    Always go purification beads for the Anti-CC. If you're rolling or confident, go blink to be able to run down fleeing enemies easier. If it's close, or they have someone with a nuke ult go aegis for safety.
 Purification Beads
                        Purification Beads
                     Blink Rune
                        Blink Rune
                     Aegis Amulet
                        Aegis Amulet
                    You want to build these 3 first as they all have stacks to build, however devourer's will take longer to stack so build it first.
 Devourer's Gauntlet
                    Devourer's Gauntlet
                                     Fail-Not
                    Fail-Not
                                     Rage
                    Rage
                                    Last two items and starter can be built in either order but building Hydra's first will give you more damage until you complete deathbringer and death's temper.
If you're already melting the enemy team, I'd recommend Malicious but if you need the extra damage boost, grab devoted.
 Hydra's Lament
                    Hydra's Lament
                                     Deathbringer
                    Deathbringer
                                     Death's Temper
                    Death's Temper
                                    I recommend only putting one point into your ult until the end though you can alternate it with your 3 on the last few levels.
Until late game, I consider the ult more of an escape or go in and not as a damage dealer. As you level it, mana cost will increase and having it be as cheap as possible makes it easier to use until you have more than enough mana.
Tap each threat level to view Jing Wei’s threats
Tap each synergy level to view Jing Wei’s synergies
 Jing Wei is my personal favorite to play carry, though I find this build to work well in both carry, and in solo lane.
 Jing Wei is my personal favorite to play carry, though I find this build to work well in both carry, and in solo lane.
I've added notes onto the Relics, Early-Mid Game, and Late-End Game item sections going over why that's how I like to order them.
CHANGE/EDIT NOTES. AFTER TESTING IT IN MULTIPLE MATCHES, I FIND  Fail-Not TO BE A BETTER CHOICE WITHIN THE BUILD OVER
 Fail-Not TO BE A BETTER CHOICE WITHIN THE BUILD OVER  Transcendence YOU GET THE COOLDOWN AS WELL AS %PEN WHICH MAKES UP FOR AND TENDS TO GIVE BETTER OVERALL DPS COMPARED TO THE SCALING YOU'LL GET FROM
 Transcendence YOU GET THE COOLDOWN AS WELL AS %PEN WHICH MAKES UP FOR AND TENDS TO GIVE BETTER OVERALL DPS COMPARED TO THE SCALING YOU'LL GET FROM  Transcendence
 Transcendence
I won't go too in depth on the skills as everything I would mention is already well laid out in the other guide, just a couple tips to keep in mind.
1. Always before leaving fountain activate  Explosive Bolts As doing so just keeps it active for your first 3 basics. Timing it to go into a fight as the cooldown runs out will allow you to get 6 total hits by activating it again once you've shot your first 3
 Explosive Bolts As doing so just keeps it active for your first 3 basics. Timing it to go into a fight as the cooldown runs out will allow you to get 6 total hits by activating it again once you've shot your first 3
2. When in fights, always try to get the buff from your  Persistent Gust by getting knocked up by it. This will make up a lot for the lack of attack speed in this build until later when you get the increase from death's temper.
 Persistent Gust by getting knocked up by it. This will make up a lot for the lack of attack speed in this build until later when you get the increase from death's temper.
3. If needing to escape, the easiest way would be to use  Air Strike into
 Air Strike into  Agility. However, if
 Agility. However, if  Air Strike is on cooldown, you can create the most distance by knocking up with
 Air Strike is on cooldown, you can create the most distance by knocking up with  Persistent Gust and then using
 Persistent Gust and then using  Agility in the air as this will give you the most distance and speed compared to just using it on the ground
 Agility in the air as this will give you the most distance and speed compared to just using it on the ground
4. I always recommend only putting 1 level into  Air Strike until the end as it works better as an escape/entry and the damage increase won't mean much. Since increasing it's level will also increase it's mana cost, you want to keep it as cheap as possible as mana tends to be low for all hunters by default.
 Air Strike until the end as it works better as an escape/entry and the damage increase won't mean much. Since increasing it's level will also increase it's mana cost, you want to keep it as cheap as possible as mana tends to be low for all hunters by default.
1. Don't be afraid to back more often than you would with other hunters. With  Rapid Reincarnation, you can normally make it back to lane within 7-15 seconds after leaving the fountain.
 Rapid Reincarnation, you can normally make it back to lane within 7-15 seconds after leaving the fountain.
2. Going the other way, with her kit, you can normally also be more aggressive as you have multiple ways to get back out. Make sure to assess the risk and have  Agility and
 Agility and  Air Strike available to get out if need.
 Air Strike available to get out if need.
3. Once you have Hydra's built, try to use an ability as often as possible as proccing it will give you the most damage on each shot.
4. If the enemy support has a knock-up in their kit like  Horus and
 Horus and  Bacchus for instance, you get your enhanced version of
 Bacchus for instance, you get your enhanced version of  Agility due to them sending you airborne instead of using
 Agility due to them sending you airborne instead of using  Persistent Gust
 Persistent Gust
5. Going off the previous point, anything that puts you in the air is ideal as long as it's not melting your hp
Pros
1. High damage - This build especially for Jing Wei has high single target damage. She does get slight AOE with  Persistent Gust and
 Persistent Gust and  Explosive Bolts, but for the most part it will be single target.
 Explosive Bolts, but for the most part it will be single target.
2. Strong skill synergy - All of her non-ult abilities work towards strengthening her basic attacks.  Persistent Gust gives you an attack speed buff,
 Persistent Gust gives you an attack speed buff,  Explosive Bolts gives you bonus crit chance as well as more damage on them, and
 Explosive Bolts gives you bonus crit chance as well as more damage on them, and  Agility gives you an overall physical power increase.
 Agility gives you an overall physical power increase.
Cons
1. Lacking in clear - Though  Persistent Gust is solid for clear with both it's initial and tick damage to minions. The AOE is small and consistently only able to hit one group of minions in lane. i.e. The archers or the melee minions.
 Persistent Gust is solid for clear with both it's initial and tick damage to minions. The AOE is small and consistently only able to hit one group of minions in lane. i.e. The archers or the melee minions.
2. Will get bullied if forced into melee early game; ie jungles/assassins and more aggressive supports. Though you can normally flee with her kit, it can cause you to fall behind.
All in all, this is just a very fun build and scratches my monkey brain with big numbers. It brings me pure joy and serotonin watching the enemy go max to 0 hp after 3 huge crits of 700+ (Does do less to tanks, but still will normally hit the tanks for 250-300+ even if  Spectral Armor has been built.)
 Spectral Armor has been built.)
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Some thoughts: