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Nemesis - Jungle Justice (S2)

0 1 16,492
by KamikazeKitty updated February 19, 2015

Smite God: Nemesis

Build Guide Discussion 0 More Guides
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Nemesis Build

Starting Items

Build Item Rage of the Gods Rage of the Gods
Build Item Bumba's Mask Bumba's Mask
Build Item Healing Potion Healing Potion
2

Safe Build

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Ichaival Ichaival
Build Item Magi's Cloak Magi's Cloak
Build Item Rage Rage
Build Item Deathbringer Deathbringer
Build Item The Executioner The Executioner

Mid-Late Game Carry

Build Item Ninja Tabi Ninja Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item The Executioner The Executioner
Build Item Rage Rage
Build Item Deathbringer Deathbringer
Build Item Witchblade Witchblade

Boxing Build

Build Item Ninja Tabi Ninja Tabi
Build Item Hastened Fatalis Hastened Fatalis
Build Item The Executioner The Executioner
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Rage Rage
Build Item Deathbringer Deathbringer

Actives

Build Item Wrath of the Gods Wrath of the Gods
Build Item Shield of the Underworld Shield of the Underworld
Build Item Greater Purification Greater Purification
Build Item Greater Sprint Greater Sprint
Build Item Aegis Pendant Aegis Pendant
Build Item Achilles' Spear Achilles' Spear
Build Item Weakening Curse Weakening Curse

Nemesis's Skill Order

Swift Vengeance

1 X Y
Swift Vengeance
2 15 16 18 19

Slice and Dice

2 A B
Slice and Dice
1 3 6 7 10

Retribution

3 B A
Retribution
4 8 11 12 14

Divine Judgement

4 Y X
Divine Judgement
5 9 13 17 20
Swift Vengeance
2 15 16 18 19

Swift Vengeance

1 X
Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. She may use Basic Attacks and Abilities between the dashes.

Ability Type: Dash, Damage
Damage: 50 / 80 / 110 / 140 / 170 (+35% of your Physical Power)
Cost: 50
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Slice and Dice
1 3 6 7 10

Slice and Dice

2 A
Nemesis swings her blade, dealing damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and Slowed for 2s.

Ability Type: Cone, Slow, Damage
Damage: 55 / 85 / 115 / 145 / 175 (+40% of your Physical Power)
Damage (Center): 110 / 170 / 230 / 290 / 350 (+80% of your Physical Power)
Slow: 30%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 11s
Retribution
4 8 11 12 14

Retribution

3 B
Nemesis activates a temporary Shield around herself that protects her from a set amount of damage, or until time expires. A percentage of incoming damage from gods is healed and reflected back to the source. Hard Crowd Control effects remove the Shield.

Ability Type: Buff, Damage
Damage Reflect: 50% of damage received
Healing: 70% of damage received
Shield Health: 150 / 225 / 300 / 375 / 450
Duration: 2.5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Divine Judgement
5 9 13 17 20

Divine Judgement

4 Y
Nemesis chooses a single enemy god, reducing their Health and movement speed and stealing a portion of their Protections for a time period. Her movement speed is also increased during this time.

Ability Type: Buff
Damage: 15 / 17.5 / 20 / 22.5 / 25% of current HP
Protections: 25%
Movement Speed: 10 / 12.5 / 15 / 17.5 / 20%
Target Debuff Duration: 5s
Nemesis Buff Duration: 5s
Cost: 90 / 95 / 100 / 105 / 110
Cooldown: 90s

Introduction

KamikazeKitty here with another guide, this time for the Nemesis. I am not as good with Nemesis as I am with Artemis, but on my pre-made team they want me to jungle since my jungle is apparently the best on the team and we have others that can ADC well (maybe not as good, but still really close >.<)

I haven't played too much Season 2 Conquest with Nemesis, but I've played a ton with her beforehand and not a whole lot has changed for her gameplay style IMO. Some of my builds are a bit odd, I'm a huge fan of not following the meta, so there's that :).


WARNING!
Text walls are imminent. I'm not sorry as this is how I best convey my knowledge/thoeries. If you don't want to read the guide, then obviously you aren't here to really learn anything.

As always feel free to add me in game KamikazeKitty.
Check me out on Twitch : KamikazeKittay
And on YouTube: KamikazeKitty (SmiteFire doesn't like me putting links sorry).

Pro and Cons

CONS

    Nemesis doesn't have quite as strong an early game as other assassins
    Susceptible to CC
    Squishy when built full power
    No hard CC

PROS

    Insane damage late game
    Multiple slows to keep enemies close
    Shield that heals and reflects damage
    Ultimate makes tanks squishy and you tanky XD
    High mobility

Abilities



Nemesis holds the scales of balance. Hitting enemies with basic attacks tips the scales in her favor, stealing a portion of her target's physical and magical power from items (stacking). Stolen magical power is converted to physical power for Nemesis at one half the value.

Ability: Passive
Affects: Self and Enemy Gods
Power Steal: 3% per hit
Max Stacks: 3
Duration: 5s
Basically this reduces the targets power and increases yours as you attack them. If you figure a full mage build at 700 power from items, you steal 21 power per hit and gain 10. It might not seem like much, but it's still a good passive.

Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. Using another ability during this time cancels the second dash.

Ability: Dash
Affects: Enemy
Damage: 50 / 80 / 110 / 140 / 170 (+25% of your physical power)
Damage (Maximum): 100 / 160 / 220 / 280 / 340 (+50% of your physical power)
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 14s
This doesn't do a lot of damage, but it's your main form of mobility. It has a low cost at rank 1, making a good skill to use to dash around the jungle. Using this well as a movement skill, you should be able to outfarm the enemy jungler. (I have been able to stay ahead even being 3 kills behind). This is also your only escape and only chase, but you shouldn't need to with your 2 slows...
I level this last because I use it more for utility than damage and you don't need to raise the mana cost just to dash around the jungle.
In the middle of a fight, this is a great way to disorient your opponent and make the waste some abilities on nothing. You can dash quickly from side to side on them,

Nemesis swings her blade, dealing damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and slowed for 2s.

Ability: Cone
Affects: Enemy
Damage: Physical
Damage: 40 / 65 / 90 / 115 / 140 (+25% of your physical power)
Damage (Center): 80 / 130 / 180 / 230 / 280 (+50% of your physical power)
Slow: 30 / 35 / 40 / 45 / 50%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 13s
This is your main ability for damage and utility and you should level this second. Hit jungle camps to clear them, hit enemies for damage and slow. Always try and get your target in the center, if you don't they aren't slowed and you might as well just walk away. Initiate with this if you don't have your ult.

Nemesis activates a temporary shield around herself that protects her from a set amount of damage, or until time expires. A percentage of incoming damage from gods is healed and reflected back to the source. Hard crowd control effects remove the shield.

Ability: Buff
Affects: Self/Enemies
Damage Reflect: 30 / 35 / 40 / 45 / 50% of damage received
Healing: 30 / 35 / 40 / 45 / 50% of damage received
Shield Health: 100 / 200 / 300 / 400 / 500
Duration: 2s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 18s
I level this third because it has far more utility than your dash. Using this appropriately is the biggest difference between a good Nemesis and a great Nemesis. If you can anticipate a stun or hard CC of any kind and pop this to negate the CC BEFORE it hits you, it's better than having Purification Beads.
Another use for this is say Anubis throws Grasping Hands down for lane clear and backs off. Pop your shield, hop in it for a second to heal and damage him and get out before it runs out. It's super trolly but really funny, plus a good way to heal up as long as you don't take more damage than your shield health.

Nemesis chooses a single enemy god, reducing their health and movement speed and stealing a portion of their protections for a time period. Her movement speed is also increased during this time.

Ability: Buff
Affects: Self/Enemy
Damage: 30 / 35 / 40 / 45 / 50% of current HP
Protections: 30 / 35 / 40 / 45 / 50%
Move Speed: 25%
Target Debuff Duration: 5s
Nemesis Buff Duration: 8s
Cost: 90 / 95 / 100 / 105 / 110
Cooldown: 90s
This takes priority over all other skills, level this first always. This is how you kill tanks and charge into battle for glory and honor, although Nemesis holds no such values. If you are ganking a lane always initiate with this, unless other enemies are rotating over for a full on teamfight. Ganking midlane with this is the easiest if you know the jungler is in another lane because you should be able to kill them by the time anyone could rotate over. If the enemy has an escape, don't waste this unless they are pushed pretty far. There is nothing more frustrating than using your ult to have them escape to tower, although with Retribution you can dive tower if you can kill them one hit.

*NOTE*
In teamfights, always hit the tank, ALWAYS! This will give you enough tankiness to get in the fight, reducing the enemy teams tank to nearly worthless and giving your team almost 2 tanks. Before you ult the enemy tank, make 100% certain your team is ready to dive in and burn everything because the debuff only lasts 5 seconds, not a long time for a team fight.

Builds

I'm not going over specific items on this build because it's more about the synergy of items rather than the items themselves. I will go over each build and why it's a viable build IMO.

Build 1


Build 2


Build 3

Actives

This is nice to have a second one on your team, in case your support gets killed and they try to take Fire Giant or Gold Fury, you can dash in and steal it. After you steal it, immediately use your Retribution and hit them with the Slice and Dice protecting yourself and slowing them so you can hopefully get out.
This item is excellent for boxing ADC's or any other assassin that has lifesteal. Even using this against Anubis would be excellent, granted he can still melt you. If you use this in conjunction with your Retribution they will be taking all sorts of reflected damage, as well as being unable to lifesteal from you for 5 seconds!
This one is self-explanatory, definitely a good buy if you don't have Magi's Blessing
A good buy for those pesky gods with mega-ults like Scylla or Poseidon.
This item is good for escaping and chasing alike. It also gives you no debuff for attacking, it's like having Hastened Fatalis for a few seconds. This also removes slows, very useful for countering certain gods.
This is the biggest of balls actives. Activate this to shred through opponents, but be mindful of the extra 30% damage you are going to take. This would be very useful against ability based gods after their abilities have been used. You can combine this with Retribution to help mitigate that extra damage you take.
One of my favorite activates of all time. Very useful against not only healers, but anyone with lifesteal. This renders most ADC's useless against you as they cannot heal while you just pummel them into submission.

Warding!

Every time you go back to fountain you need to buy at least one ward! This goes for all roles. Wards win games. Always make sure to have Sentry Wards on Gold Fury and Fire Giant once they can be taken down.

Starting/Early Game

The first 3 minutes of the game have changed drastically from season 1.

For starters the midcamps don't spawn until 3 minutes, meaning your beginning farming is very important, as well as your timing. As you can see by the results of math below (minion wave gold might be off) it is far better for you, and your solo laner, if you leave lane around 1:45. This will give you time to get to the first back harpy camp and HoG it (if you have Rage of the Gods with 60sec cooldown) and take the other back harpy camp, making it to midcamps at 3:00 with HoG ready again. Since you won't be sharing the Exp with your solo laner for wave, they will get the full 330 Exp and hopefully the majority of the last hits.


Back Harpy camps give 368 Exp and 52 gold.
One minion wave will net you 165 Exp (sharing with solo laner) and between 43-129 gold (no last hits to all last hits).

If your midlaner is awesome and bought wards at the start, you should be able to see where the enemies are going after taking the midcamp you don't get. This would be a perfect opportunity for a gank if the enemy mid is around half health or less and doesn't have an escape.
If a gank opportunity isn't available, buff camps should be spawning around 4:12-4:20 depending on how fast you cleared them. I recommend grabbing your movement speed first, then dropping the other ones depending on who is in lane still or just heading back to lane.
Don't forget about your back camps! They carry a total of 368 Exp, which is more than you'll get leeching a wave from one of the lanes. Try and keep an eye on midcamp timers, maybe even getting some harass on the enemy midlaner so they either have to back or become an easy target just before midcamps spawn back up.
Other than those pointers, stay farming your jungle, you can invade if you want to. Be mindful of teammates and how hard they are pushing/getting pushed. If you have teammates pushing one side, stay close, but don't leech by being in lane unless they are getting ganked. Staying close will allow your team to turn a gank into a kill by focusing the enemy jungler after they commit. If a teammate is getting pushed back to tower try and let them know you have ult and you are ready to gank (as long as they are half health or higher). Try and save your ult for a gank or teamfight, but don't hold onto it for minutes on end, if you have to use it to chase off an enemy pushing tower hard, it's better than holding onto it for 2 minutes while you roam the jungle.

Mid Game

Mid Game is generally defined as when teams start roaming for fights and grouping for GF and other objectives. At this point there should be at least one tower down, allowing a teammate(s) to roam fairly freely.

Squishies are always your priority target, but if you have ult and the enemy support is by themselves, try and kill them as they are likely the only person with tier 3 HoG. At that point you can rotate over to GF.



Teamfights are going to be common here, as you fight over objectives and towers. Generally in a teamfight, I wait until their support commits, then I ult them, making them much more squishy and giving myself some extra protections. This will allow you to be able to focus the support and kill them quickly, resulting in the enemy team backing off and retreating, or you being able to chase them down and slaughter them all (as a team of course).

Late Game

At this point Fire Giant and Phoenix's are going to be the main objectives. You should be 5 items or full build, depending on how well you're doing. You will be able to burn someone fast enough to be thoroughly feared in any 1v1, unless you fell behind.

Ulting the support is going to be your main priority in team fights as this will do two huge things for your team.
1. Take away 50% of their health immediately and reduce their protections by 50%, giving them at best bruiser-like mitigation.
2. Giving you half of the stolen protections, making you a bruiser with full damage build.

If anyone dares to try and venture off on their own, you should be able to dish out some swift justice on their sorry butt.

Summary

The best way to build Nemesis is for Auto-Attacks, using her abilities more for utility than for damage.

Stay farming and stay moving in the jungle, falling behind will put your whole team behind.

Ult the tank in order to render them mostly useless in teamfights.

Use your slow when initiating ganks, helping to ensure you get the kill.

Practice using Retribution to preemptively prevent hard CC.

Everyone needs to buy wards!

Taking back harpies is better than leeching a minion wave from a teammate.

Versions

v1.0 - Guide finished

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