First SmiteFire guide, feel free to roast and discuss the build. I mostly play AA lifesteal gods, so Nemesis seemed right up my alley.
Note: Even though it's "jungling", this is still a joust build. If you want to use it in Conquest, open with Assassin's Blessing+Boots, the overall concept *should* still work fine.
Help team with Speed/Mana camps, then aim for side jungles. If it isn't safe, take some passing shots at minions in lane. Stay out until ~900 gold then return to fountain to build Devourer.
Keep this up while your teammates farm higher gold and XP from lane, jump in to protect tower or gank opponents when available. You'll want either Speed or Power camp for yourself, take the opponents mana camp when it's safe. Around level 11-12 soloing Fire Giant will also be easily doable, just be aware of where the enemy team is to avoid a stolen buff or gank.
Malice is a quicker power spike than Rage, and lowering the cooldowns on Nem's 2/3 helps quite a bit to box longer.
Wind Demon is all around rec'd, both for flat DPS increase and pursuit speed chasing lone opponents down.
Executioner's is great to handle tanks, you should hit hard enough Qin's won't do much.
Void Shield is good against 2+ physical teams, while lowering tankier opponents defenses as well.
Shifters is the go-to for hit and run.
Ancile is fantastic to dive on magic heavy teams, especially given Nem's major CC weakness.
Brawler's... Well, it's there in case someone actually manages to out heal you while surviving your hits.
Bloodforge is my go-to when replacing Golden Blade late, high power, bonus lifesteal and the health shield helps engage multiple people in succession.
Hydra's Lament is for dealing with evasive squishies you need to drop in just a couple hits. Drops off with extended boxing.
Your 1 is best reserved for safe pursuits, or a quick long range evade
Slice and Dice is the opening move for camps and other gods, take advantage of the slow to close the gap. Also a decent wave clear when needed.
Retribution is the key boxing ability,avoid CC and pop it when high damaging moves or ults are headed your way. Useful for tower diving to confirm kills as well, it'll soak a couple hits. (Just stand in that Ymir ult and smack him, you'll be fine if he doesn't time it perfect)
Divine Judgement is best used on isolated opponents in lane or jungle to confirm kills, but it also let's Nemesis abuse the enemy tank and spend a few seconds team fighting. Pop Retribution as the buffs to defense wear off in this case.
Her passive is part of what makes AA crit so fun, high power jump for landing hits. When boxing, it also weakens the poor god that crossed you.
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