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Might of the Swarm (for arena play)

6 1 74,890
8
by Shoedle updated November 20, 2013

Smite God: Ah Muzen Cab

Build Guide Discussion 10 More Guides
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Ah Muzen Cab Build

Good for all games

Build Item Qin's Blades Qin's Blades
Build Item Deathbringer Deathbringer
Build Item Malice Malice
Build Item Titan's Bane Titan's Bane
Build Item The Executioner The Executioner
Build Item Frostbound Hammer Frostbound Hammer

Alternate /w speed and CDR

Build Item Qin's Blades Qin's Blades
Build Item Ninja Tabi Ninja Tabi
Build Item Malice Malice
Build Item Titan's Bane Titan's Bane
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Frostbound Hammer Frostbound Hammer

Actives

Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Combat Blink Combat Blink

Consumables

Build Item Elixir of Power Elixir of Power
Build Item Healing Potion Healing Potion

Alternate actives

Build Item Combat Blink Combat Blink
Build Item Cloak of Meditation Cloak of Meditation

Ah Muzen Cab's Skill Order

Hive

1 X Y
Hive
1 11 12 15 18

Swarm

2 A B
Swarm
2 4 6 8 10

Honey

3 B A
Honey
3 7 14 16 19

Stinger

4 Y X
Stinger
5 9 13 17 20
Hive
1 11 12 15 18

Hive

1 X
Bees swarm at the ground target location, creating a new hive that provides Movement Speed, Attack Speed, and HP5 buffs to Ah Muzen Cab. Hives reveal enemies within 20 units of them. The hives can only be destroyed by basic attacks (Max 7 hives).

Ability Type: Circle, Buff
HP5: 20 / 25 / 30 / 35 / 40
Movement Speed: 10 / 15 / 20 / 25 / 30%
Attack Speed: 10 / 20 / 30 / 40 / 50%
Radius: 90
Cost: 40
Cooldown: 12s
Swarm
2 4 6 8 10

Swarm

2 A
Ah Muzen Cab summons a large swarm of bees that fly forward in a path in front of him, dealing damage to all enemies hit and applying Bees! to them.

Ability Type: Line, Damage
Damage: 50 / 90 / 130 / 170 / 210 (+70% of your Physical Power)
Range: 70
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 15 / 14 / 13 / 12 / 11s
Honey
3 7 14 16 19

Honey

3 B
Ah Muzen Cab sprays honey that lasts for 4s at a moveable ground target location, Slowing all enemies in the area. Bees from Hives within 90 units and Swarm will fly over to protect the honey, dealing damage every 0.5 seconds and applying Bees! to all enemies as they leave the honey.

Ability Type: Area, Slow, Damage
Damage (per Tick): 13 / 25 / 37 / 49 / 61 (+15% of your Physical Power)
Slow: 20%
Cost: 60
Cooldown: 10s
Stinger
5 9 13 17 20

Stinger

4 Y
Ah Muzen Cab fires off an enormous stinger that deals damage to all enemies in a line, sticking into the first god that is hit, applying Bees!, Slowing, Crippling, and decreasing their Physical Protections for 3 seconds. If the target dies or after 3 seconds, the stinger falls onto the ground for 4 seconds. If Ah Muzen Cab picks up his stinger, he gains a significant reduction to Stinger's cooldown.

Ability Type: Line, Cripple, Damage
Damage: 275 / 355 / 435 / 515 / 595 (+100% of your Physical Power)
Slow: 20%
Physical Protection Reduction: 10%
Retrieval Cooldown Reduction: 60%
Range: 70
Cost: 100
Cooldown: 100s

Change log

Changes that effect you!


In the November 20th patch Bees! got the nerf bat.
Bees!
Reduced damage from 10 per tick to 5 per tick.
Reduced physical power scaling from 15% to 5%.
Bees cannot spread from minions to gods.

Hive also got hit with a nerf. This is the one that effects play style and I'll explain how.
Hive
Reduced the maximum number of deployed hives from 8 to 4.
Increased the cooldown from 8s to 16s.

You should now be very aware of where you put your Hives as it is less effective to train a path from your starting area in order to quickly return to the fray. With the previous patch they increased the mana cost and now increased the cool down. I recommend either using the 2nd PO for obtaining speed and CDR or placing your Hives in sneaky spots or easily defend-able spots. The first PO still works very well as you don't have far to travel in an arena and there are plenty of corners to hide a Hive around. Just be aware of the doubled cool down.

Introduction

THIS GUIDE IS FOR ARENA PLAY



This guide is for quick kills and lots of em. This is a glass cannon build so watch out! Playing as Ah Muzen Cab you should be standing back enough to turn and run but if you get caught just turn and fire like crazy, I usually have enough damage to kill anyone from full if they catch me slipping except a tank. It is super important to keep up your Hive so watch out because people like to kill em.

Here is a vid I put up as demonstration. I die a handfull of times but I out kill everyone and you can see the power in the build.

Items

My recommendations


I normally use purchase order 1 but if you really think you need a speed increase use purchase order 2. PO 2 comes with 40% CDR and the Jotunn's Wrath can be subbed out for anything you feel you need to adjust on the fly.

If you feel the need to switch out items stick with attack power and pen or attack power and attack speed.

I don't waste my time on getting boots because your Hive gives you plenty of movement speed (even after the nerf). As an arena player I don't ever need speed increases, you might want it but this is how I play.

You will see a huge damage boost from item 3 to the end of the build so try to farm up as much gold early game as you can.

The actives and consumables are your preference but I suggest using Combat Blink and Elixir of Power. It can be especially overpowering at the end of the build. If combined with red jungle buff you'll be a monster.

Pros / Cons

Pros:

  • Very strong
  • good item scaling after acquiring the first 3 items.
  • no need for movement increasing items
  • this build is good for all arenas so put it on auto buy/skill
  • Easy to KS (not that I condone that kind of play but get em where you can)


Cons:
  • Squishy. Your damage can usually win you the fight but you'll walk away low health
  • Slow early game. Farm is a must until item 3 and on
  • must plot a route for your hives to quickly return to the fray (you should do that anyway)
  • no protection from CC aside from Purification Beads... stay away from it!

Team Work

Grab a buddy


Stick with someone. I generally stick with a range class and Ra is common. This is good cause he has a heal and the poke is OP. If you've got a melee partner expect to poke a lot. Use him/her as bait after your confident enough that you can kill your opponent.

Creeping / Jungling

The farm


Creeps- You have the best wave clear in the game IMO. After you have your 3 items (like I've been saying) you can take out a whole line of mobs with one Swarm (provided your hive is up ((it better be!))). Early game you will think you're under powered. Everyone is at that point just keep wave clearing and put that regular attack to good use... no one is gonna jump you at this early stage of play.

I am an arena player so for that play mode there really is no jungle.

Play Style

Time to get some kills


Now here is where I let you in on my skill.
  • Put a line of Hives to your destination, one on each side of your base inside the gargoyle thing. You must keep your Hives alive. Hide them. Behind pillars, around corners, cast them just behind you while pushing. Get creative.
  • Make use of your normal attack to save mana. Your normal attack becomes very strong but make use of it early game too to bust down those creeps and scare your opponent.
  • Stay on the move. Your Hives make you fast and moving makes you good at skill dodging and ability placement.
  • BUFFS! When you have 3 items you can own the "jungle" buff... this is also a good time for Elixir of Power. I use red jungle buff, you might prefer blue due to the high cost of keeping new Hives rolling, or orange to keep you agile since I recommend no boots.
  • Honey- Honey is best used near a Hive. Since the latest patch you can see a radius from the Hive when casting Honey. Don't let that stop you from using it as a slow... the Honey infection is nowhere near as powerful as Swarm near a hive. So use it as a slow. Stop them from getting away, slow them from coming. It is very useful as a scare tactic. Most people don't realize that it does no damage when out of hive range so they avoid the big yellow patch. USE THAT! Push them back and scare them with Honey.
  • Often I open with placing a Hive then slow and infect them with Honey. After initiation I follow up with Swarm and hit em with a few normal attacks. When they run for dear life be ready to hit em with Stinger.
  • Stinger- Best used to finish off a running opponent or deal quick damage to someone who has rushed in on you. Make sure you pick up the Stinger after it's duration has ran as it will bring the cool down all the way to 15 seconds!

Leave a Comment

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Collapse All Comments

1
Portiaz | January 14, 2014 1:42pm
wtf i must do if the enemy team has loki?? he destroy me early...
have you any suggestions?
1
mindflayer (1) | November 21, 2013 3:07pm
I would rather see a video of a loss then vs people who have no clue what they are doing in there like their anubis and artemis this is defenitly the type of games you encounter on lower lvls but when u lvl up that anubis wont miss every cocoon and that artemis wont die 3 hits.

I would like this guide updated when ur lvl 20+ maybe with a video where you loose but still get a good kill rate if your build still hold up by then i will try it out.
1
Shoedle | November 17, 2013 5:50pm
Yea no prob, IMO it just didn't seem constructive to rip up a guide for not having things instead of complimenting what it does bring to the table and adding suggestions on how to improve in a polite way. I understand that often one might hurry to get the point out while forgetting that this is supposed to be a community of players helping each other learn, including guide writing. Apology heartily accepted, and thanks.
1
Raventhor (158) | November 17, 2013 11:26am
Sorry if the first post was harsh, I just try to heavily suggest that guides go more in depth. I like the new video, your willingness to provide alternative sections with boots, and your substitution in for the deathbringer. Additionally, your inclusion of the other buffs is very beneficial to new players.

In my opinion, no guide is ever bad, as long as criticism in the comments is at least considered, even if not implemented. Again, sorry for coming off as rude, but you took steps in the right direction, and the guide is much more aesthetically pleasing, leading to a beneficial arena guide for AMC. Kudos.
1
bumpkinz | November 16, 2013 4:07pm
made an account to say thanks! following this guide im now on a 15 win streak carrying!!
1
Utherpendragon | November 15, 2013 11:47pm
Awesome guide! This build works very well. Top kills in my arena matches! Good job.
1
Shoedle | November 15, 2013 10:42pm
Relax guys. You aren't making my first guide writing a very enjoyable experience. I'm teaching people how I build AMC for my arena plays. I find it very effective and if you want to change something by all means do what works best for you. Adapt all you want. This is how I roll arena. Want an all around guide then go follow another guide instead of mine.
1
JararoNatsu (51) | November 15, 2013 9:04am
You should do more than just consider his input. He's absolutely right.
1
Shoedle | November 15, 2013 8:50am
Well since this isn't the final version I will consider your input.
1
Raventhor (158) | November 14, 2013 8:36pm
Aesthetically dull guide. Not a single heading, text font or color, icon, picture, etc. Makes it a novel instead of a guide.

On skill order: meh, but it works.

On Items: Very iffy. You have literally 0 alternatives and that leaves this a horrible guide. You are supposed to be instructing people on how to play this god. When you don't provide the ability to adapt to a situation through instruction, you lead people on a one track path in a game with many variables. For example, you have no boots. You say that's because your hive makes you fast enough, but if your hive is destroyed you're screwed. And as a carry with literally ZERO (count them, zero) escapes, your speed is your only saving grace.

There's a reason Artemis still builds boots even though she has a speed increaser.
Boots are ~20% movement speed, you have 30% with hives (if they survive). What you're basically saying, is you are going to completely escape any gank or arena fight due solely to being very, very minimally faster than your enemies. This means gap closers, slows, etc will ruin you, as the honey is usually either used offensively, not enough, or jumped over. For example: If they have a mercury on their team, GG, you got yourself killed.

No Deathbringer on a ranged carry? Why? You have Malice, which gives you 40% crit chance. Why not combo it with Deathbringer?

You have 3 penetration items, not worth it. It's simply not efficient, you're doing true damage basically, but it's on very low damage, and provides no utility. Why not the extra damage on deathbringer, or the stacking lifesteal/healing on bloodforge, or the movement speed on fatalis, etc.

My final note on items, is please add alternatives, and please add an actives section. Very important. As I said, you're GUIDING people through your guide, let them know when this exact build won't work.

Otherwise, Jungle should not be ignored. As an AD caster who needs to constantly resupply hives, blue buff is very beneficial. Early CDR makes his swarm absolutely horrifying, too.

If I can think of anything else I'll let you know.
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