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Nemesis Tank Jungle

1 1 2,165
by AstroSurfer updated February 29, 2024

Smite God: Nemesis

Build Guide Discussion 1 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Early Game Build

Build Item Katana Katana
Build Item Eye Of The Jungle Eye Of The Jungle
Build Item Healing Potion Healing Potion
Build Item Multi Potion Multi Potion
Build Item Blink Rune Blink Rune
Build Item Golden Shard Golden Shard

Final Game Build

Build Item Protector Of The Jungle Protector Of The Jungle
Build Item Golden Blade Golden Blade
Build Item Dawnbringer Dawnbringer
Build Item Glorious Pridwen Glorious Pridwen
Build Item Stone of Binding Stone of Binding
Build Item Archdruid's Fury Archdruid's Fury

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 4 6 7 9

Retribution

3 B A
Retribution
3 8 10 11 12

Divine Judgement

4 Y X
Divine Judgement
5 13 14 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 4 6 7 9

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
3 8 10 11 12

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 13 14 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

Nemesis Threats

Tap each threat level to view Nemesis’s threats

Max
1
Major
2
Even
0
Minor
0
Tiny
0

Nemesis Synergies

Tap each synergy level to view Nemesis’s synergies

Ideal
0
Strong
3
OK
1
Low
0
None
0

Extended Build

Items Purchase Explination

et's break down each item and discuss why you might choose to build them on a tanky Nemesis:

1. Scorching Blink Rune:
Reason for Purchase: Scorching Blink Rune provides additional mobility and engage potential for Nemesis. The blink ability allows you to quickly reposition yourself in fights, catch enemies off guard, or escape from dangerous situations. As a tanky Nemesis, this can help you initiate fights more effectively or disengage when necessary.

2. Temporal Beads:
Reason for Purchase: Temporal Beads, likely referring to Purification Beads, provide crowd control immunity, allowing Nemesis to cleanse herself of any crowd control effects. This is crucial for maintaining mobility and survivability in fights, especially when facing gods with high crowd control abilities or lockdown potential.

3. Golden Blade:
Reason for Purchase: Golden Blade enhances Nemesis' jungle clear speed and split-pushing potential. While it's more commonly built on auto-attack focused gods, it can still provide value to a tanky Nemesis by improving her farming efficiency and map pressure. Additionally, the extra clear speed helps you rotate between lanes more quickly, applying pressure across the map.

4. Dawnbringer:
Reason for Purchase: Dawnbringer offers a mix of offensive and defensive stats, providing physical power, health, and crowd control reduction. The passive effect also grants bonus damage and movement speed when you use an ability. As a tanky Nemesis, this item enhances your damage output while providing additional survivability and utility in fights.

5. Glorious Pridwen:
Reason for Purchase: Glorious Pridwen is a strong defensive item that provides protections, cooldown reduction, and a powerful shield upon using your ultimate. As a tanky Nemesis, this item enhances your survivability in team fights by providing a significant shield when you engage with your ultimate, allowing you to absorb incoming damage and disrupt enemy formations.

6. Stone of Binding:
Reason for Purchase: Stone of Binding offers a unique passive that provides additional penetration and protection reduction to enemies hit by your crowd control abilities. As Nemesis, who has built-in slows and crowd control with her Retribution and Divine Judgement abilities, this item synergizes well with your kit, allowing you to amplify damage for both yourself and your teammates.

7. Archdruid's Fury:
Reason for Purchase: Archdruid's Fury offers a mix of offensive and defensive stats, providing physical power, health, and increased healing. The passive effect also grants bonus damage and healing upon hitting an enemy with an ability. As a tanky Nemesis, this item enhances your sustain and damage output, making you more threatening in fights while providing additional survivability.

Overall, these items are chosen to enhance Nemesis' tankiness, mobility, crowd control, and damage output, allowing you to fulfill a frontline role while still posing a significant threat to enemy teams. Each item contributes to your overall effectiveness in team fights and skirmishes, helping you control the battlefield and secure victories for your team.

Skill Order Explination

When prioritizing the upgrade order of Nemesis' skills for a tanky build, it's important to consider the role and playstyle of a tanky Nemesis. Here's the reasoning behind upgrading the skills in the specified order:

1. Slice and Dice (1st Ability):
Reason for Priority: Slice and Dice provides Nemesis with her primary source of damage, especially in the early stages of the game. As a tanky Nemesis, you still need to be able to deal damage to remain relevant in fights and clear jungle camps efficiently. Maxing Slice and Dice first increases its damage and lowers its cooldown, allowing you to clear camps faster and contribute more damage to team fights.

2. Retribution (3rd Ability):
Reason for Priority: Retribution provides Nemesis with sustain and a shield, enhancing her survivability in fights. Maxing Retribution second increases the shield strength and healing received, making Nemesis more durable during engagements. As a tanky Nemesis, survivability is crucial for diving into fights and disrupting enemy formations, making Retribution an essential skill to prioritize.

3. Divine Judgment (Ultimate Ability):
Reason for Priority: Divine Judgment is Nemesis' ultimate ability, which steals a percentage of the target's protections and grants them to Nemesis. While the ability is powerful, it's often used more for its utility and setup potential rather than its damage. Maxing Divine Judgment third ensures that Nemesis can use it more frequently, increasing her presence in team fights and allowing her to provide valuable protection reduction to targets, enhancing her team's damage output.

4. Swift Vengeance (2nd Ability):
Reason for Priority: Swift Vengeance provides Nemesis with a dash and a slow, offering utility and mobility in fights. While the ability is useful for engaging or disengaging, it doesn't scale as significantly with levels compared to Slice and Dice or Retribution. Maxing Swift Vengeance last still provides Nemesis with the utility she needs while prioritizing her primary damage and survivability tools first.

By upgrading Nemesis' skills in this order, you ensure that she can deal damage, sustain herself in fights, provide utility to her team, and enhance their damage output effectively. This prioritization maximizes Nemesis' effectiveness as a tanky frontline diver, allowing her to control engagements and create opportunities for her team to secure kills.

Pros / Cons Items Purchase

1. Scorching Blink Rune:
Pros:
Provides additional mobility and engage potential.
Allows for unexpected plays and positioning.
Can be crucial for initiating team fights or catching out-of-position enemies.
Cons:
Long cooldown on blink ability.
Requires precise timing and positioning to maximize effectiveness.
Offers no defensive or offensive stats aside from the blink effect.

2. Temporal Beads :
Pros:
Provides crowd control immunity, allowing for escapes or aggressive engagements.
Can cleanse hard crowd control effects, such as stuns or roots.
Essential for maintaining mobility and survivability in team fights.
Cons:
Long cooldown on the active ability.
Requires good timing and anticipation to use effectively.
Offers no additional stats aside from the crowd control immunity.

3. Golden Blade:
Pros:
Enhances jungle clear speed and farming efficiency.
Provides additional wave clear and split-pushing potential.
Synergizes well with gods who rely on basic attacks for damage.
Cons:
Provides limited combat stats compared to other items.
Passive effect may not be as impactful in late-game team fights.
Takes up an item slot that could be used for more impactful items in the late game.

4. Dawnbringer:
Pros:
Offers a mix of offensive and defensive stats.
Provides physical power and health, enhancing damage output and survivability.
Passive effect grants bonus damage and movement speed upon using an ability.
Cons:
Offers no crowd control or utility effects.
Requires using abilities to fully utilize the passive effect.
Provides less overall survivability compared to dedicated defensive items.

5. Glorious Pridwen:
Pros:
Provides strong defensive stats, including protections and cooldown reduction.
Passive effect grants a significant shield upon using your ultimate ability.
Enhances survivability in team fights and skirmishes.
Cons:
Passive effect has a long cooldown and requires proper timing to maximize effectiveness.
Provides no offensive stats, focusing solely on defense.
Shield amount may vary depending on ultimate cooldown reduction and enemy focus.

6. Stone of Binding:
Pros:
Provides additional penetration and protection reduction to enemies hit by crowd control abilities.
Enhances damage output for both yourself and your teammates.
Synergizes well with gods who have built-in crowd control effects.
Cons:
Offers limited defensive stats compared to other items.
Passive effect requires hitting enemies with crowd control abilities to activate.
Less impactful against teams with minimal crowd control or tanky compositions.

7. Archdruid's Fury:
Pros:
Offers a mix of offensive and defensive stats, including physical power, health, and increased healing.
Passive effect grants bonus damage and healing upon hitting an enemy with an ability.
Enhances sustain and damage output in fights.
Cons:
Requires hitting enemies with abilities to fully utilize the passive effect.
Provides less overall sustain compared to dedicated lifesteal items.
Offers no crowd control or utility effects.

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1
Branmuffin17 (395) | February 29, 2024 10:24am
Hey Astro,

Nemesis, like Thanatos, does NOT need Golden Blade / Golden Shard. She's got Slice and Dice on a pretty low CD.

If you're playing this as Jungle in Conquest, and you build tanky like this, well...actually I want to know why you suggest building her tanky here. I could maybe, sort of see it if your solo laner was an off-meta full damage god and you needed more front line presence, but otherwise you're nerfing your teams overall damage output by making the jungler tanky.

Maybe if you were playing Assault and there were no true tanks you might consider being the tank for your team, but at that point I wouldn't build like this.

It goes without saying then that unless there's a specific situation and explanation for going tank Nem, I don't suggest pretty much any of the items you list here.

Swift Vengeance should be leveled 2nd. Not only does it increase your damage output, but it decreases the CD.
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