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Hey all, thanks for stopping by! I've been playing Smite for about a year and a half, and one of my favorite Gods, by far, is this girl right here. Nemesis, though viewed as a simpler God, can truly be a force to be reckoned with. It's funny how since she's come out, "The Goddess of Balance" has been one of the most worked on Gods since release; Going from Warrior to Assassin, Her Ult going from utter Bull $h!+ to "Oh $h!+ she Ult'd me!!! HELP!!!" So join me as we go on this journey for justice!!!... and a not so embarrassing KDA....
What if I told you that there was a way to have some decent defense and some decent heath, while STILL HITTING FOR 1000+!?!?!
Well... look no further because you have found it. This build I've been running recently and it has yet to let me down. I'm sure some competitive player will argue within the current META that she still needs a little more tankiness, but when you can ult in and 100-0 someone with two swings and then dash out, you've done your job. And not only that but compared to my old build (Build #2), you're still adding more utility to your team. With Void Shield up early game, you get the extra defense needed to ensure you don't back too early and miss out on farm. It also feeds right into her Ult, which makes anyone susceptible to being squishy (Gaurdians included.) Let's take Sylvanus for example, who at level 5 with a B.P.V. and Reinforced Grieves stands at around 145 Phys defense. Cut that in half and then take off the extra 20 for Void Shield's affect, and Sylvanus is being swung at like he was just a wee little level two or something close to around there (2.2? 2,3?) And that's for one of the tankiest Gods in the game... and it only gets better.
With her Ult recently nerfed, it's best to throw Jotunn's in after Void Sheild so you can keep popping her ult off as much as possible. This, in my opinion (unless you're going really tanky,) is a staple item for Nemesis. You get the CDR (needed early to mid game to keep you a threat to the other team), some Pen., extra mana, and some power... pretty self-explanatory.
This next item blew me away with how effective it was. Runeforge Hammer not only gives Nem extra health and some more power, but it's passive works wonders. Around the time that I usually finish building this item is when the Laning Phase is pretty much up which means team fights are gonna be happening more frequently. It's because of this that I thought to incorporate it into my build, and when positioned right and with good team communication, any God that doesn't have a Sprint, Beads, or Sanctuary, is 99.99% dead. WHY?!
Because now said God has officially $h!+ their pants (or thong) because along with half of their protections being gone, they're also taking 10% more damage FROM ALL SOURCES. I like this better than Qin's because it's a more team oriented item and it gives a little health. I didn't do any math for this one so please let me know if this is actually off a bit, but logically 2-3 Gods doing 10% more damage with an ability on a God sounds like more than just 4% of their health.
Once you're getting the extra shred and damage on I start building into my crit items. Poison Star is easy to pick up at this point in the match (hopefully) because your rotating lanes and farming everything in sight in two blinks of an eye. This item is the perfect "tie-in" to Runforge, her kit, and Death Bringer. Simply, it keeps them slowed while you're swinging with Deathbringer's extra 40% crit dmg while already dealing Runeforge's extra 10% damage and let's not forget Posioned Stars stack of 20% reduced damage on top of Nemesis's passive (26%,32%,38%,44%) She can nearly Shred you completely in half at this point. And that little bit of health and defense go a long way. I've found myself under towers at times trying to get that effing Chang'e and almost be surprised of how many tower shots she was was able to take.
There you have it. I hope this helps. Let me know if it works or even if it was $h!+. That's cool here too.
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