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I use this build more four joust though I find it works for conquest too. Landing combos are critical with this character but you should try to basic attack between each not only to line yourself up, but it spaces your abilities out so you don't have to worry about going up creek without a paddle when you run out of your abilities and attack really slow. It may take some getting used too but they are decent builds for joust
I'm currently Rank 5 with King Arthur and have no problem carrying on joust with randoms or playing conquest solo right/carry left/jungle with a communicating team. Even make late game comebacks due to the versatility.
Use your 1st ability to clear minion waves and first when attackin an enemy,then your 3rd ability, then the 2nd. Remember to melee between abilities to space them out and charge up your ultimate for max damage.
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The same could be said of these builds and they don't work...at all. King's very history proves that.
Hey kid, isn't it past your bed time? Looks like daddy needs to give you a spanking *grabs belt*
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And before you say anything about my builds, Kingo, I archived them for a reason: they weren't up to the standards of this site and I'm not currently in a position to fix them. So instead of giving people false information, I took them out of the public eye until I can go back and revise them. Unlike you I can take critiques from people who know more than me and apply them to my build. I wish you would have been more receptive to listening than throwing a tantrum because you are not helping your case at all.
Just stop please...
@KAM, this is an informal warning. I'm editing your offensive post. No more of that language please.
Since this guide is no longer archived, i have downvoted it (will change my vote if author decides to put in effort into learning the game).
KingArthurMain, feel free to build however you like. Maybe one day you will understand why you are doing the "opposite of carrying" your games. Please do not publish another guide here with the intention of misleading others.
Before I touch on anything else, I need to point out the biggest issue with the build, which is the lack of movement speed.
From pros to casual players, the majority of people understand that in SMITE, an increase in base MS is essential to any god and build. It's a stronger stat in some modes than others, but the fact of the matter is, Tabi/Shoes allow you to more efficiently:
In essence, any build that does not include MS early in the game (typically 1st or 2nd item, not including blessings) is just straight up at a disadvantage.
With that covered, I will say that about half of your items are not bad.
In addition, as I mentioned previously, Silverbranch's main use is later in a build, to help take advantage of the passive, when you build a bunch of AS in previous items and situationally go over the AS cap. This is nowhere near happening with Arthur, and again...he gets NO DIRECT USE out of AS.
"Passive - Steadfast: Each time King Arthur's abilities damage a god he gains a stack of Steadfast, reducing damage he takes and increasing the rate at which he builds energy. Additionally, King Arthur does not benefit from Attack Speed. Bonus Attack Speed instead increases the rate at which he builds energy.
When you build attack speed, YOU DO NOT ATTACK MORE QUICKLY. Arthur is the ONLY god that this applies to. I see you mentioned that you might have found a bug with the item. This is NOT a good reason to build it...and it's likely that they'll have fixed the bug in the next patch, if they're aware of it. I do admit to questioning the validity of this in the first place, but for the sake of this argument, I won't hold it against you. Either way, it's just not worth it for a minor basic attack exploit.
In skills, you mention using the 1 to clear waves. Yes, good. But you say you also do that when attacking an enemy, then using 3. No. As a poke ability, it's a bit slow and unreliable. You're better off using your 2 or 3 to start. You can combo on the back end with 1 after that if you want the cripple. Another option is "charging" your combo capability by using an ability before going in, and then blinking in and using the 2 combo uppercut to gain some initial control.
Lastly, not to be mean, but I do want to point out your statement about having no problem carrying (as long as you have a communicating team). Your last 10 matches using Arthur have no carry going on...0/1/0, 0/3/4, 0/5/2, 1/6/4, 0/6/1, 1/9/0, 4/7/3, 2/12/5, 5/15/12, and 0/4/0 is the opposite of carrying.
As a summary...you need early MS, you shouldn't concentrate on AS items, NEVER EVER EVER go with crit items, and you are missing a lot of functional, situational items. Arthur is a bruiser or tanky god with a focus on ability use, and you're not getting nearly the optimal effect with your item choices overall.
I really hope you don't take this negatively. I want to help people and I try to remain positive. But sometimes you need to admit there might be others that have better knowledge, and that they can help you improve.
Personally I don't see anything productive coming out of these discussions until you concede that boots are not optional equipment, but are required as either the first or the second item depending upon game mode. In Joust I'd get boots first unless I bought a blessing and needed extra gold for potions. In arena I almost always buy either Combat Boots or Magic Shoes depending on the god I'm playing and whether or not I'll be stacking Transcendence. Not buying either when your opponents do is just putting yourself at a disadvantage that's hard to come back from.
Before I go further, I will answer your question, that no, I have not used your build in a joust match. I just see major and obvious issues of the build, and stated those very clearly in my individual item explanations...you are perhaps just not at the same familiarity of item usage and god synergy to be able to make quick determinations of item efficiency without actually trying.
Understand one thing here...whether you might have had some (relative) success with the build doesn't mean much as an isolated event. Each match is different, as you're facing different gods, playing with different teammates that are also playing different gods that match up differently, playing with different builds, etc. This is where theory-crafting and a solid understanding of SMITE mechanics comes into play, as you're looking to minimize weaknesses and maximize those portions that make you as potentially effective as possible. A lot of this is just understanding the math beneath the surface. The fact that you even considered a basic attack build on a god that has clearly stated no direct basic attack speed function is an example of not being able to reasonably determine the difference between a functional build or not. Again, not meaning this as an insult, but I feel it's important to state so you understand where I'm coming from.
With regard to your further descriptions, I want to address some of those things:
And pace is NOT determined by you. You think if you play at a slow pace, the enemy team is going to just hold back then? You need to know when you need to be aggressive, when to back off, and spot opportunity whenever it comes. You don't just twiddle your thumbs for the first 20 minutes while soaking up wave XP/gold, and only once you feel your build is solid that you can start to really engage? Knowing better how to maximize your effectiveness, no matter the god, and no matter what stage of a match, is something that comes with time, experience, and awareness.
I never said a bruiser build isn't functional. I never said Brawler's and Titan's (which are offensive, and which you didn't have in your build until I mentioned them) aren't functional. I AM saying that your main focus is as a tank, and you seem to be putting the majority of your function and purpose as damage. Your main role is a tank, and so you can't just sit back and be a "late game" god, at least the way you describe.
And you're not getting, I think, that you're already making him a hybrid of damage and tank with Soul Eater and Void Shield in your build. Having some damage and some tank function is a given, and something I didn't feel I needed to clarify. It's obvious. But you need to focus more that you're a tank. In a joust mode, you're probably going to be the main tank (at least in a good comp), with a mage and either an assassin or hunter. They're going to rely on YOU to distract the enemy, initiate when needed, help peel enemies off of them, etc. That's where I'm saying the emphasis is...this isn't black and white for crying out loud. I'm saying you need to focus MORE on that. Not ONLY on that.
Consistent doesen't necessarily mean good. You can be consistently bad.
;)
As for the other items, I still don't like seeing Bloodforge, which I described in my previous comment. Your item #2 and #4 options are still the same and I addressed these. Heartseeker is an awful item for him. You're still lacking proper optional tanky counter items like Midgardian Mail, Pestilence, Spirit Robe, Oni Hunter's Garb, Breastplate of Valor, Genji's Guard, and other items. These are all functional options for him.
He listed glad shield as an "optional item" as well. Neither of those are optional on arthur.
Main, this will be archived until the build changes to something more functional. You mention Joust, but also mention Conquest, and for that mode especially, base movement speed is a must. At normal levels, it will put you behind if you're not able to get back to late, rotate to other lanes, chase gods, escape gods, etc. I shouldn't have to explain this, and I'm guessing I don't actually need to, to you, but I feel the need to do so due to the archive action.
I do note an "experimental jungle build" that does in fact have MS, but it's the wrong kind of MS for a jungle role, and the 3x crit is absolutely troll.
Would appreciate a response
With regard to the build, I don't even know how you can justify the presence of Silverbranch Bow being listed at all. He doesn't use attack speed directly (only indirectly via increased passive stacking for his ult), and Silver's passive is only realized when you overcap AS, which is mostly only going to be functional when you buy almost all AS items on select hunters or assassins. Including Silver is about as troll as possible for this god.
I invite you to provide your in-game name so I can look a bit deeper into the matchups you have in your games.
Instead of defending your current build, which we are all saying needs significant revision, why do you not study up on how to play the game?
Look, take a look at the links from here and hopefully you get a better idea of how to build characters in the future: https://www.smitefire.com/smite/blog/kriega1/online-text-link-for-online-linking
I also recommend these:
https://www.smitefire.com/smite/guide/an-in-depth-discussion-on-item-choices-s5-patch-5-23-14522
https://www.smitefire.com/smite/guide/the-overarching-arena-guide-s5-patch-5-22-11968
https://www.smitefire.com/smite/guide/the-overarching-conquest-guide-s5-patch-5-21-12069
Let us see if we can turn this bad experience into something more positive/educational.
@KingArthurMain, this is why I specifically said in my previous comment that I'm not here to insult you. I took my own time to respond and provide some reasoning as to why your build suggestions have issues.
I won't link your Smite Guru account, but you've got 56 hours listed as being played on this account. It might be a smurf account, or it might be your only one. If it's your only one, your 56 hours (and level 28 account) may seem like a lot, but it's quite low compared to what we'd consider experienced players.
I'm personally here to help others improve their knowledge of the game. As an FYI, I'm the moderator of the site, and as a further FYI...I handle the reports. Just letting you know...
In any case, I will say that your KDA (kill death assist ratio) is very low...you're dying a lot, and not getting enough kills or assists to make up for it. In some cases some losses might be pinned on teammates, but for sure this is not always the case, just looking at your match history.
We're here for questions and info, and we can provide, but you also need to be open to listening. I will do a much more thorough breakdown of your build later tonight or tomorrow.
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I will help as well, granted KAMain actually wants our help.
In some of these games, your team mates do better than you. Do not push the blame onto them.
Let us start with this game:
http://smite.guru/match/pc/900597834
You build Bancroft's Talon and Polynomicon on Ymir, who is a tank. Read the items guide I linked to understand what those items do and who they should be built on.
Your team mates were not any better. Your Bakasura built Titan's Bane as a second item, for example.
Next, this game: http://smite.guru/match/pc/899943664
Polynomicon on Agni second item? In Assault? Read me the description of Polynomicon and tell me why you think that is a good item to build early. You need more magical power to make better use of that passive.
Next this game: http://smite.guru/match/pc/899932684
You were all in a party, yet all of your team mates did better than you (should not blame your score on your team mates). Do you see on the enemy team how they all built starter items? Not a single person from your team built a starter item. Read the conquest guide I linked to get a better understanding.
This game: http://smite.guru/match/pc/899623156
you are the second worst performer on your team. No boots and double lifesteal on Arthur. Bad combination. You need boots, protections, and cooldowns for ability based warriors. They are the physical front liners of the team.
I do not need to drink poison to know it is bad for me, do I?
He is an ability based god. Build power, penetration, and cooldown if you want a damage build. Do not build crits, Silverbranch Bow, and Reinforced Greaves. I could understand this build a bit better if you replaced Reinforced Greaves and Silverbranch Bow with something more viable.