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King Arthur 10.9 Solo Lane Build

25 8 51,109
7.6
by GlockInDaSock updated September 14, 2023

Smite God: King Arthur

Build Guide Discussion 0 More Guides
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Build Summary

Starting Loadout - Physical Opponent

Build Item Bluestone Pendant Bluestone Pendant
Build Item Round Shield Round Shield
Build Item Healing Potion Healing Potion
4
Build Item Bountiful Bao Bountiful Bao

Final Loadout - Physical Opponent

Notes Note: This is for 3 or more physical opponents on the enemy team. Swap accordingly, especially if there are more than 1 enemy ADCs present.

Notes

Note: This is for 3 or more physical opponents on the enemy team. Swap accordingly, especially if there are more than 1 enemy ADCs present.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Gladiator's Shield Gladiator's Shield
Build Item Prophetic Cloak Prophetic Cloak
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Spirit Robe Spirit Robe
Build Item Spectral Armor Spectral Armor

King Arthur's Skill Order Notes Note: I prefer to level my 3 instead of my 1 at level 6 because it ups damage by 20 for 5 ticks and 50 for the final. It is a better one overall given that it deals a lot more damage than an extra point in the 1.

Notes

Note: I prefer to level my 3 instead of my 1 at level 6 because it ups damage by 20 for 5 ticks and 50 for the final. It is a better one overall given that it deals a lot more damage than an extra point in the 1.

Overhead Slash / Hamstring

1 X Y
Overhead Slash / Hamstring
1 3 7 8 9

Battle Stomp / Uppercut

2 A B
Battle Stomp / Uppercut
2 15 16 18 19

Twin Cleave / Bladestorm

3 B A
Twin Cleave / Bladestorm
4 6 11 12 14

Sundering Strike / Excalibur's Wrath

4 Y X
Sundering Strike / Excalibur's Wrath
5 10 13 17 20
Overhead Slash / Hamstring
1 3 7 8 9

Overhead Slash / Hamstring

1 X
Standard (Overhead Slash): King Arthur deals a devastating overhead blow in Melee range that creates a slashing attack that travels forwards. Enemies hit by the Melee strike take bonus damage from the Slicing attack.

Combo (Hamstring): King Arthur swipes low, crippling and damaging enemies that are struck.

Ability Type: Line, Damage
Slash Damage: 60 / 110 / 160 / 210 / 260 (+60% of your Physical Power)
Melee Bonus Damage: 30 / 35 / 40 / 45 / 50%
Combo Damage: 70 / 125 / 180 / 235 / 290 (+60% of your Physical Power)
Cripple Duration: 1.25s
Energy Gain: 3
Range: 70/30
Cost: 35 / 40 / 45 / 50 / 55
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Battle Stomp / Uppercut
2 15 16 18 19

Battle Stomp / Uppercut

2 A
Standard: King Arthur stomps on the ground with heavy force, causing enemies around him to take damage and become slowed.

Combo: King Arthur charges forward, stopping on first god hit. At the end of the charge King Arthur unleashes an uppercut, knocking up enemies into the air.

Ability Type: Circle, Slow, Damage
Stomp Damage: 55 / 80 / 105 / 130 / 155 (+40% of your Physical Power)
Slow: 30 / 32.5 / 35 / 37.5 / 40%
Slow Duration: 2.5s
Uppercut Damage: 50 / 95 / 140 / 185 / 230 (+40% of your Physical Power)
Energy Gain: 4
Range: 20/35
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 14s
Twin Cleave / Bladestorm
4 6 11 12 14

Twin Cleave / Bladestorm

3 B
Standard: King Arthur unleashes two cleave attacks while charging forward. Enemies hit by a cleave take damage and have their protections reduced.

Combo: King Arthur swings Excalibur around him, charging forward and damaging enemies 5 times before winding up a final strike that deals more damage. King Arthur is immune to Knockup for the duration.

Ability Type: Dash, Debuff, Damage
Cleave Damage: 35 / 60 / 85 / 110 / 135 (+30% of your Physical Power)
Protection Shred: 10%
Spin Damage: 15 / 35 / 55 / 75 / 95 (+15% of your Physical Power)
Final Damage: 35 / 90 / 145 / 200 / 255 (+40% of your Physical Power)
Energy Gain: 1.5
Range/Radius: 30/10
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 16s
Sundering Strike / Excalibur's Wrath
5 10 13 17 20

Sundering Strike / Excalibur's Wrath

4 Y
35 Energy (Sundering Strike): King Arthur winds up a massive jab, charging forwards slightly before striking. Enemies hit by this jab are stunned for 1s.

80 Energy (Excalibur's Wrath): King Arthur charges forward with Excalibur drawn. If King Arthur hits an enemy god, he launches them into the air and unleashes a barrage of 6 attacks, after which he launches them back to the ground dealing damage to the target and any enemy below.

Ability Type: Line, Stun, Damage
Jab Damage: 100 / 155 / 210 / 265 / 320 (+65% of your Physical Power)
Charge Damage Per Hit: 10 / 25 / 40 / 55 / 70 (+10% of your Physical Power)
Charge Max HP Damage per Hit : 2% Max HP Damage as Physical Damage
Landing Damage: 50 / 100 / 150 / 200 / 250 (+50% of your Physical Power)
Landing Max HP Damage: 5 / 6 / 7 / 8 / 9% Max HP Damage as Physical Damage
Mana Cost: 35 (80) Energy & 40 Mana
Cooldown: 20s

King Arthur Threats

Tap each threat level to view King Arthur’s threats

Max
4
Major
1
Even
2
Minor
0
Tiny
0

King Arthur Synergies

Tap each synergy level to view King Arthur’s synergies

Ideal
1
Strong
2
OK
0
Low
0
None
0

Extended Build

Starting Loadout - Magical Opponent

Build Item Bluestone Pendant Bluestone Pendant
Build Item Enchanted Kusari Enchanted Kusari
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion

Final Loadout - Magical Opponent

Build Item Bluestone Brooch Bluestone Brooch
Build Item Genji's Guard Genji's Guard
Build Item Gladiator's Shield Gladiator's Shield
Build Item Prophetic Cloak Prophetic Cloak
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Midgardian Mail Midgardian Mail

Defensive Item Substitutions

Build Item Erosion Erosion
Build Item Pestilence Pestilence
Build Item Manticore's Spikes Manticore's Spikes
Build Item Stone of Binding Stone of Binding
Build Item Contagion Contagion
Build Item Abyssal Stone Abyssal Stone
Build Item Reverent Pridwen Reverent Pridwen

Relics and Upgrades

Notes Note: Always start with teleport and decide your 2nd relic depending on team comp.

Notes

Note: Always start with teleport and decide your 2nd relic depending on team comp.

Build Item Teleport Fragment Teleport Fragment
Build Item Persistent Teleport Persistent Teleport
Build Item Blink Rune Blink Rune
Build Item Scorching Blink Rune Scorching Blink Rune
Build Item Purification Beads Purification Beads
Build Item Temporal Beads Temporal Beads
Build Item Sundering Spear Sundering Spear
Build Item Sundering Blast Sundering Blast

Consumables

Build Item Potion of Power Potion of Power
Build Item Chalice of the Oracle Chalice of the Oracle
Build Item Ward Ward
Build Item Sentry Ward Sentry Ward

Important Stats

Best Stats to build: Physical and Magical Defense, Damage Mitigation, Cooldown Reduction, Health/HP5, Mana/MP5, and Crowd-control reduction.
Situational Stats: Critical Strike or Auto attack damage reduction, anti-slow, anti-heal, and Auras.
Worst Stats to build: Attack Speed, Life-steal, penetration, and pure power.

Don't Do

1) Build Attack Speed: it does nothing but a small amount of energy gain.
2) Build full damage/crit: Arthur has high damage abilities but without enough defense and sustain to be able to cast them all in time, he is useless.
3) Build AA Canceling items: Things like Bumba's Hammer and Hydra's Lament don't work on him so stay away from them.
4)Put yourself in poking position: He has no natural sustain besides HP5 so do not risk any unnecessary poke damage
5) Be passive in lane: With 8 different abilities and massive bullying potential, never give the enemy solo a chance to relax, unless you are constantly getting ganked or far behind. Most of the trades will turn out negatively if you decide to get poked without retaliation.

Tips and Tricks.

1) Auto Canceling: Early game it is essential that you auto cancel through every ability (Auto attack then use an ability immediately after). Auto attacks are sources of high damage for KA and need to be utilized.
2) Lane Clear and Pressure: Arthur is a high area damage warrior and needs to find more aggressive playstyles in solo lane in order to maximize his damage. For normal wave clear without the opposing solo in lane, use blue stance 1 and orange stance 1 with Autos in between. There should really be tanky minions left if any. If there is an opposing player coming with/ in the wave, lead with your orange 3 and gravitate towards the archer minions, and make sure to hit the player at least once (this should taunt wave to you for a little bit). Then use your blue 1 on the grouped minions and auto the survivors down. If the enemy solo follows you, focus them first with your blue 1, orange 1, blue 2, orange 2, and blue 3 in that order. This should cleave the wave and clear it while damaging the solo. Be in mind that KA has no natural source of sustain, unless you build soul eater, and should be supplied with pots. Arthur has huge lane pressure so do not be afraid to use your blue 1 and orange 1 for quick poke at the enemy if they are in range.
3) Ultimate usage: One thing that separates KA from other gods is that he has a charge ultimate. Once you get used to him, his ultimate will almost feel like a normal ability since it will be up fast. In solo lane using the fully charged ult should be for the following reasons: Charge meter is full and abilities are off cooldown, countering an enemies channeled ability, escaping a hard cc, taking an enemy beads/out of the fight, or (if you are used to AA cancels) movement to close gaps or chase. Especially if you are full meter do not be afraid to use full charged ultimate first. A lot of KA players may disagree with this, but with KAs orange 3 and blue hitting wave and enemy solo, it will be back up in no time. Only use KAs half charged ult if you are securing a kill, engaging more than 1 enemy players, or stopping a channel. Otherwise just save the charge.
4) When to use abilities: It can be confusing playing KA for the first time since every ability he uses, excluding ultimate, changes his stance. Before you start using him, familiarize what each of his abilities and their counterparts do so that way you know what you are about to press. When facing an enemy first think about what their strengths and abilities are. If they are more dash reliant (like Tyr or Achilles) make sure to save your orange 1 for a cripple when they dash. Same thing goes for KAs orange 2 knock-up. using it when an enemy is CC or knock-up immune will waste one of his most vital tools. Similarly, use your orange and blue 3 to dance around the enemy from a distance to avoid auto attacks and abilities making it that much harder to hit you. Always keep an eye on the bottom left side of the screen as it shows what Cooldowns are ready in your opposite stance so you do not blank on a spot where an ability is not used because it is down.
5) Be Mean: In team fights your job is to make the enemies hate themselves. You should be in the frontline always trying to put CC and damage on anyone you can, especially to interrupt enemies from casting or moving. If your team has an aggressive Jungle than try and peel their backline. If you have a more ranged dominant team, try and peel enemies for them to auto/ability down.
6) Combos: Most combos are made up on the fly due to opponents adapting to your moves and trying to counter then as you fight, but here are some decent ones to give you a foundation of what KA can do. (Auto attack for each arrow unless stated otherwise)
Poke: Orange 2 --> Blue 1 --> Orange 1 ( Can skip AA for orange 2 and 1 for immediate damage)
Dash and Smack: Blue 2 --> Orange 2 --> Blue 3 --> Orange 3
Gather and Cleave: Orange 3 --> Blue 1 --> Orange 1 --> Blue 3
CC Chain Chase Down: Orange 2 --> Full Charge Ult --> Blue 3 --> Orange 1 --> Blue 2
Face Dumpage: Full Charge Ult --> Orange 2 --> Blue 1 --> Orange 1 --> Blue 2 --> Orange 3 --> Blue 3 --> Full Charge Ult (If you do not have a full charge ult at either end, just use the half charge)

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League of Legends Build Guide Author GlockInDaSock
King Arthur 10.9 Solo Lane Build
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