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Example item progression for a Devourer's-based crit build.
Acid Spray is your main wave-clear ability, and it is prioritized first of the main skills.
Lacerate should typically be leveled at 2, then not touched until later levels, as it's more important for mobility than damage.
Viper Shot is the second priority for the increased AS and added damage.
Generally level Petrify whenever it's available, as it has significant, increasing damage and slow.
These options all function to help sustain your health via lifesteal. This build is based around Devourer's Gauntlet, which is the only core lifesteal item here. Depending on your build direction, you can pick up a second lifesteal item late in the build.
In a Qin's Sais-based build, attack speed is the key stat. These are the core item considerations to boost attack speed and get the most out of the Qin's passive.
Note that most of these items will work in a crit build as well if you're looking for more AS.
The critical damage route (as opposed to Qin's Sais) is functional for high burst potential and situational utility. It is typically best against squishy compositions, and prefers high power as a key stat to increase the critical damage multiplier.
Be cautious and aware, as you can be countered by items such as Spectral Armor, Hide of the Nemean Lion, and Shield of Thorns.
In addition to all previously mentioned items, these situational options provide added utility, and can fit into the later portions of a build, especially as replacement items to Tabi.
This is a build direction for Qin's based builds, looking to Qin's for main DPS and overcapping AS with Silver to gain additional power.
Odysseus' Bow is an optional item that is helpful for teamfights, but can be subbed with Berserker's Shield or Ichaival if preferred.
Replace Tabi late with Elixir of Speed and another item of your choice.
2020/12/16: Guide is current as of Patch 7.12, "The Legendary Tanuki." Builds updated.
No movement penalty when side-strafing, and half of the movement penalty when moving backward.|
Overview: This is a passive that requires no direct thought, but lends itself to making Medusa a more effective
Medusa shoots out 4 vipers in rapid succession that poison the targets hit, dealing damage over time. CD 10 seconds. 10% scaling.|
Leveling Priority: Max this 2nd.
General Use: Burst Damage
Overview: Her only built-in AS steroid, it adds a strong burst of damage when targeting an individual. Best to use earlier in the fight (due to ticking damage), and when you're able to confirm hits more easily (enemy is stunned from Lacerate, stoned from Petrify, or otherwise CCd from teammates' abilities).
Tip: Remember that you can trigger it early, and it won't activate until you start attacking. You can use it in the fountain for a free charge!
Medusa spits out acid that damages the first enemy hit, and sprays out acid in a cone behind them. It explodes on statues Medusa has created. CD 14 seconds. 80% scaling.|
Leveling Priority: Max this first.
General Use: Wave clear / Teamfight Damage
Overview: This is your main source of damage against minion waves, allowing you to hit the entire line if you target the front minion in a wave. Provides good poke potential, as you can hit the minions and do equal damage to enemy gods from the cone spray if they are close and trying to shield themselves from other attacks.
Note that the range (45 units) is significantly less than your basic attack range (55).
Tip: If you want to be safe (location-wise), if you poke the enemy at the same time you hit the minion wave, you can backpedal while basic attacking, drawing some of the minions toward you for a short time, allowing you to clear the melee minions nearer your tower.
Medusa quickly slithers forward, grabbing and slashing the first enemy god she encounters. The slash leaves the enemy god reeling in pain, rooting them for 1 second and reducing their healing by 50% for a short time. CD 15 seconds. 80% scaling.|
Leveling Priority: Level this last.
General Use: Initiation / Escape / Lockdown / Anti-Heal
Overview: Offensively, you can use this to initiate and close the gap, or to catch a damaged, fleeing enemy...and you can do this through the minion wave.
Defensively, use it as an escape, but make sure you're not being blocked by an enemy god, or you'll be stopped.
Tip: Activate Viper Shot before initiating with Lacerate. After you connect, your shots will be significantly easier to confirm, adding extra damage with Viper's poison effect.
Medusa removes her mask, delivering a powerful blast. Enemies take damage and are stunned for 2 seconds if they are looking at her. Enemies not looking at her take 75% damage and are slowed (20/25/30/35/40%) for 3 seconds. Enemies that are killed by her gaze will turn into a stone statue and remain behind. 90 second CD. 100% scaling.|
Leveling Priority: Level this as it becomes available.
General Use: Teamfight Damage / Crowd Control / Long-Range Finisher
Overview: Devastating if you catch enemies looking at you when it hits. Somewhat mediocre otherwise. Best to use in combo with your other abilities during a teamfight for burst function, or while being chased to freeze them and make an escape.
Secondary, emergency function against anticipated CC. The charge-up makes her immune for a short time, so it can be used (with perfect timing) to counter an ult like Ares' No Escape.
Tip: If you know enemies are approaching around a corner, you can preemptively charge Petrify. If you time it correctly, you'll pop into their view just as it activates, giving them very little time to react.
Some hunters just look to get as many basic hits in as possible, especially when they pack a complete build. This Mary Jane has abilities that enhance or otherwise complement her
Her simplest combo with nothing else considered is Viper Shot activation, followed by Lacerate, and then bursting with the actual Viper Shot hits. Late-game when Viper Shot and attack speed is high (and especially with crit items), the burst potential is amazing.
In dangerous situations, you'll usually want to withhold Lacerate to use as a possible escape (or chase if the enemy is on the run). Also, Acid Spray isn't really a boxing ability that you use in combos...save it mostly for waveclear.
Below are some more in-depth combos.
These ADC builds aim to make Medusa a strong mid-to-late-game ADC in the vein of standard Hunters. Her early game will focus mostly on waveclear and safe poke damage. Her late game is when her power comes fully online, especially when comboing with abilities, to provide huge burst potential against squishy targets.
In an Arena setting, you don't have to worry about winning lane, taking down objectives, etc. As such, builds that might otherwise be considered out-of-order or unconventional can work, if you play to the build's strengths.
3 builds are offered below, depending on your preferred style of play.
So that's it! If you like what I've done and how I try to improve the guide, anyone is welcome to suggest a god for me to work on next...and of course, I have to own them and/or want to play them =P but I'll let you know...
Thanks for reading, and I appreciate any and all comments, suggestions, etc. Feel free to add me/invite me if you want to play!
Brandon / PC IGN: Muffinman17
p.s. No, I'm not a stoner. That's Medusa. And maybe Swagni...but seriously, I'm not (not really), so if you have any suggestions where I can put in more funny references, let me know!!!
Thanks to the following people, for comments and contributing to the improvement of this guide:
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