Hi! Thanks for clicking. This is my first build and I'm excited to share something that turned me into a steady 8/7 Artemis main to a 12/5 (on most days). xZeroStrike has an excellent in-depth guide already out there which helped me out a lot. I'm just going over builds and I'm not sure why this got tagged as "in-depth guide" but I'm a build junkie. If you'd like to read his guide to learn Artemis and how to play her you can check it out here: A much better Guide on Artemis than I could ever make. So let's talk about my favorite hunter.
Are you tired of missing your wall bounces on Hou Yi? Are you tired of missing your axes on Ullr? Are you tired of missing your snipes with Rama? Do you hate when people beads your ultimate as Heimdallr? Are you tired of playing Cupid... because he's Cupid. Well ladies and gentlemen do I have the solution for you! Introducing:
Why bully tanks?
This build is for those matches where the tank/guardian is the trouble maker and really giving your lane or team problems. This build has enough % Pen to ignore almost any armor build. Getting rid of the tank/support early in a team fight usually shifts momentum on your side. After the frontline of defense is gone the rest will have to scatter. Asi adds some flat Pen to deal with squishy carries so you're not completely useless against them but you can swap it out for another flat pen or beefy power item like Bloodforge. I started using this build when dealing with Ares, Xing Tian, Sylvanus, Kumbhakarna, Horus or Ymir that would have their goal set on picking me off as soon as possible.
Since hunters most likely start off in duo lane with carry/tank I've found it rather lucrative to immediately start building against tanks early on when you see one that's not a good matchup for you. Get them uncomfortable with the amount of damage you're doing to them. Since their job is mainly to peel you off their carries, getting them out of the picture just makes life easier.
The reason Asi is in this build as an early item is help provide extra lifesteal while building stacks for Devourer's Gauntlet as well as some attack speed. Asi just fits so well with crit it's hard to not get it. After you get the stacks for Devourer's Gauntlet you'll be leaching nearly 200 HP every hit. This provides enough sustain to help with the lack of escape as staying alive is your main priority. Early game phase Artemis should really be focused on farming up XP/gold. Asi will help with the "staying alive" part. I even feel that Asi is good enough to stay in the build late game but that's entirely up to you. If you want to sell it after for something else that's fine too.
The Fail-Not just provides so many good stats it's hard to ignore it sitting there in the shop. The passive is okay but this item provides good physical damage, cooldown reduction, crit chance AND pen% making this a solid all-around item for crit builds. The cooldown reduction is the cherry on top. The more often you can use Miss Piggy the better.
The Wind Demon is my go to late game build for anti-tanks in crit. With a high crit chance build the passive will shred protections while giving a boost to attack and movement speed. The movement speed alone is worth it to put into almost any crit build as 5 seconds of an extra 20% movement and attack speed will allow you to chase down targets or utilize it as evasive measures. Then after getting the kill you'll activate Atalanta's Bow allowing you to go chase down another kill. These two items are a solid foundation to a hunter without mobility.
Mantle of Discord
Don't always sell boots for more power. I used to make the mistake of ignoring defensive items cause I was a power addict. Mantle of Discord is a fantastic item that can help you out massively later in the game. If you're getting dived and peeled you need this item. The stun AoE will ensure you can stop the pressure and either escape or start hitting them back to regain your health if you have your Devourer's Gauntlet stacked up. Even if you need it as a 6th item, you can sell boots for something else. Magi's Cloak is also pretty good but it's an item that really benefits gods with some sort of escape. However Magi's Cloak does show up in my build when I'm running Carry Slayer.
Beads are your lifeline. Never engage too deep into a fight without beads. I'd recommend upgrading it after getting Fail-Not it's that important. Should you get stunned your ability to sustain with lifesteal goes out the window and you'll be easily killed.
With the amount of crit you'll get from all 3 items you'll proc Wind Demon easily adding a lot of great benefits to your stats. Which adds to the already great attack speed you have. If you went Deathbringer instead of Rage you'll be making full use out of your crit while targets are stunned by your ultimate. Which your passive adds bonus damage to CC targets WHICH is your ultimate so that will proc Fail-Not! Damage on top of damage on top of damage with this build. Just remember if you decide to leave Rage out the game turns into luck based RNG on when you crit or not. I still value Rage for that almost 100% crit chance it adds to this build.
Speaking of cooldowns I know Relic Dagger might seem like an odd item to see in the optional section but there's times where having beads up faster can be a lifesaver for those close super long games. Remember you're going to get focused down late game during teamfights because Artemis is that dangerous later on. Selling boots for Relic Dagger might be the thing that keeps you alive against a heavy CC team. While I usually go with Mantle of Discord sometimes I'd rather have the movement speed and being able to get relics on faster cooldowns almost serves the same purpose.
Item Counters: If you see tanks getting Spectral Armor that's when you should switch up your build. Instead of Fail-Not get Berserker's Shield then switch Rage for The Executioner or Qin's Sais and lastly Wind Demon can be replaced with Heartseeker for the beefy damage and 10% pen but Berserker's Shield also provides good stats for that job.
Nothing too fancy here. This is a rather common build for Artemis. As a matter in fact this build is entirely based off Incon's Artemis guide on YouTube. The only difference is I've swapped out The Executioner and added Poisoned Star mainly to help me hit autos but also to ensure literally every hit should be a critical. The item I think is really the main attraction is Blink Rune. Nothing wrong with picking up Aegis Amulet instead especially if you feel the game is close and don't want to play too risky. However Blink feels really important for Artemis given her lack of dash, leap or any mobility. I found many times I missed an easy kill due to them having some sort of escape option and even with Heavenly Wings was not able to catch up. Blink gives you the ability to play like an Assassin.
Flanking a teamfight from behind a wall and picking off anyone out of position or too far from their team. Blinking into someone running around in jungle and letting your Calydonian Boar go to work on them. Blink gives you the element of surprise and get in close enough so that beads aren't going to help them. It can also be used as a means to escape can help her survivability. Just be sure to let your team know you're blinking into a team fight to pick off carries so after you kill them they can help you get out alive. But the best way to live if just killing everyone. So here's the bread and butter Miss Piggy combo.
I tend to save Suppress The Insolent for the finishing move as they'll most likely beads the ultimate but if you blinked behind them you'll hit enough autos to get their health down enough to kill with your Suppress The Insolent. The real trick to this combo is using Transgressor's Fate effectively. If you know their beads is down then Blink in and use your trap first before starting your combo placing it slightly behind them. If you think they still have beads place the trap far enough behind them so they won't be CC immune and they'll be forced to move around it or hopefully just run into it. You can also use it to cut off an escape route.
Arena games can go anywhere from 10 minutes to maybe 20 minutes at most if it's a super close game. Typically Devourer's Gauntlet can be difficult to stack if your team is struggling to secure kills and everyone is trying to kill your minions. Some games you can get the full stack before it ends but most of the time I don't risk it. Asi and Bloodforge can be a solid alternative lifesteal build.
But if you think you can get the stacks then your Devourer's Gauntlet build will absolutely dominate later in the game just as long as the game goes into a late game phase.
In Arena going full pen can be rewarding considering you're constantly dealing with teamfights and getting rid of the frontline will allow you to push their squishies back up against their wall. But you can go a full crit build and focus entirely on squishy targets if you think their tank shouldn't be a problem... or if they don't have a tank at all like some Arena games I've seen.
As for your strategies here you're looking to just hold that fire button at anyone in front of you and push their team back. If you see a teamfight starting to shift over to left/right buff camps cause someone is out of position, don't always follow the teamfight. Wait for their tanks to go over then pick off the stragglers in the back heading over to left/right lane. The second you see a squishy by themselves is when you should run towards them and throw out your ultimate combo.
Flanking can be super risky since all the enemy team has to do is turn around and dive you. Wait for the chaos of a teamfight to break out and focus picking off anyone who's not close enough to their team. Don't forget minions can be the reason your team loses even if you have a kill lead so make sure you clear them out.
Take this game for example. We were behind on score and kills for the first 8 minutes. Knowing this was going to be a close game allowed me to gamble on going for a stacking/late game build. The tanks did an excellent job both protecting our backline and putting pressure on their squishy targets so they didn't get map control. Our Awilix was also keeping the enemy team from pushing up as she picked off any squishy targets trying to be too aggressive. This allowed me to get Devourer's Gauntlet stacked and that's when it went from a close game to a win. Arena is highly dependent on teamwork. You're only as good as the team around you so it's important to work together. My score/KDA is not a reflection on my skill or individual accomplishment, it reflects how great my team was.
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