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No Monkey Business - Hun Batz Jungle S10 Conquest Guide

52 14 119,317
8.9
by puppeht updated March 2, 2023

Smite God: Hun Batz

Build Guide Discussion 15 More Guides
Tap Mouse over an item or ability icon for detailed info

Hun Batz Build

Eye of the Jungle Start

Notes Reliable Eye Of The Jungle start.

Notes

Reliable Eye Of The Jungle start.

Build Item Eye Of The Jungle Eye Of The Jungle
Build Item Mace Mace
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Bumba's Dagger Start

Notes Bumba's Dagger isn't very good right now but Bumba's Hammer does synergize with Infused Strikes, so it's useable.

Notes

Bumba's Dagger isn't very good right now but Bumba's Hammer does synergize with Infused Strikes, so it's useable.

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Example #1 (Standard Build)

Notes Protector Of The Jungle Seer Of The Jungle are interchangeable.

This is the cookie-cutter jungle build at the start of Year 10. Shadowdrinker could be replaced by Heartseeker, and Magi's Cloak is a more situational choice.

Notes

Protector Of The Jungle Seer Of The Jungle are interchangeable.

This is the cookie-cutter jungle build at the start of Year 10. Shadowdrinker could be replaced by Heartseeker, and Magi's Cloak is a more situational choice.

Build Item Protector Of The Jungle Protector Of The Jungle
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Shadowdrinker Shadowdrinker
Build Item Heartseeker Heartseeker
Build Item The Crusher The Crusher
Build Item Magi's Cloak Magi's Cloak

Core Items

Notes Items that are huge parts of Hun Batz' kit. Should feature 1 or more in a typical build.

Notes

Items that are huge parts of Hun Batz' kit. Should feature 1 or more in a typical build.

Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Heartseeker Heartseeker
Build Item The Crusher The Crusher
Build Item Hydra's Lament Hydra's Lament

Power Items

Notes Great options to get power depending on the situation.

Notes

Great options to get power depending on the situation.

Build Item Shadowdrinker Shadowdrinker
Build Item Arondight Arondight
Build Item Serrated Edge Serrated Edge
Build Item Titan's Bane Titan's Bane
Build Item Bloodforge Bloodforge
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Transcendence Transcendence

Defensive Items

Notes Great options for survivability depending on the situation.

Notes

Great options for survivability depending on the situation.

Build Item Magi's Cloak Magi's Cloak
Build Item Spirit Robe Spirit Robe
Build Item Stone of Binding Stone of Binding

Relics

Notes Blink Rune and Purification Beads are nearly necessary.

Notes

Blink Rune and Purification Beads are nearly necessary.

Build Item Corrupted Blink Rune Corrupted Blink Rune
Build Item Chaotic Beads Chaotic Beads

Shards

Build Item Claw Shard Claw Shard
Build Item Wing Shard Wing Shard
Build Item Horn Shard Horn Shard

Hun Batz's Skill Order

Somersault

1 X Y
Somersault
2 8 11 12 14

Overhand Smash

2 A B
Overhand Smash
1 4 6 7 10

Sacred Monkey

3 B A
Sacred Monkey
3 15 16 18 19

Fear No Evil

4 Y X
Fear No Evil
5 9 13 17 20
Somersault
2 8 11 12 14

Somersault

1 X
Hun Batz flips through the air, crashing down at his target location, doing damage to all nearby enemies and slowing them.

Ability Type: Circle, Leap, Damage
Damage: 65 / 105 / 145 / 185 / 225 (+70% of your Physical Power)
Slow: 30 / 32.5 / 35 / 37.5 / 40%
Slow Duration: 2s
Range/Radius: 55/15
Cost: 60
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Overhand Smash
1 4 6 7 10

Overhand Smash

2 A
Hun Batz smashes his staff to the ground in front of him, doing damage to all enemies. While Hun Batz is channeling, he is immune to Knockups.

Ability Type: Cone, Damage
Damage: 85 / 140 / 195 / 250 / 305 (+95% of your Physical Power)
Range: 35
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12 / 11 / 10 / 9 / 8s
Sacred Monkey
3 15 16 18 19

Sacred Monkey

3 B
Hun Batz commands a monkey through the air that pounces on enemy targets, doing damage on each pounce. It can hit minions more than once, but can hit each enemy god only once. Pressing the button again teleports Hun Batz to the next target hit.

Ability Type: Line, Teleport, Damage
Damage per Hit: 80 / 135 / 190 / 245 / 300 (+70% of your Physical Power)
Max Targets: 4
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 13s
Fear No Evil
5 9 13 17 20

Fear No Evil

4 Y
Hun Batz summons a totem from the ground to ward off all evil. Any enemy caught within the radius is feared directly away from the totem and takes damage every .25s.

Ability Type: Circle, Fear, Damage
Damage Per Tick: 50 (+15% of your Physical Power)
Lifetime: 1 / 1.25 / 1.5 / 1.75 / 2s
Damage (Maximum): 200 / 250 / 300 / 350 / 400 (+60 / 75 / 90 / 105 / 120% of your Physical Power)
Range/Radius: 35/35
Cost: 100
Cooldown: 120 / 115 / 110 / 105 / 100s

Hun Batz Threats

Tap each threat level to view Hun Batz’s threats

Max
0
Major
2
Even
3
Minor
2
Tiny
0

Hun Batz Synergies

Tap each synergy level to view Hun Batz’s synergies

Ideal
2
Strong
1
OK
0
Low
0
None
0

Introduction

It is not wise to put a basket on your head or you will be eaten by a dog.


Hiya, I'm puppeht (PC IGN - puhppeht), I'm a Smite lover and jungle main.

This guide is constantly a WIP. As the meta evolves, and I learn new things, it will be updated.
Hun Batz
Assassin
The Howler Monkey God
Hun Batz is an assassin who is mostly seen in the jungle. His kit features a medium range leap, a close range slam, a tricky teleportation attack, and powerful ultimate that can split team fights apart. He also has some of the best voice lines in the game. Let's get into the basics and make you a chimp-ion!
Changelog

Stats

General
  • Mana: 220 (+38)
  • MP5: 4.4 (+0.25)
  • MS: 370 (+0)
  • AS: 1 (+1.89%)
Defensive
  • Health: 460 (+75)
  • HP5: 69 (+0.72)
  • MProt: 30 (+0.9)
  • PProt: 13 (+3)
Basic Attack
  • Damage: 38 (+2.16)(+100% of Physical Power)
  • Progression: 1/.75/1.25x damage

Strengths and Weaknesses

Strengths
  • Effective while losing
  • Powerful teamfight ultimate
  • Quick jungle clear
  • Powerful scaling
  • Solid mobility
Weaknesses
  • Squishy
  • Awkward 1v1
  • Weak without ultimate
  • Passive relies on melee
  • No CC Immunity

Abilities

Infused Strikes provides 15% bonus damage on the next basic attack after each ability. The passive has no internal cooldown, and can proc on every ability. To achieve maximum efficiency with this passive, after every ability, basic attack. This lets Hun Batz strive when in melee range as his DPS increases significantly. Unlike Hydra's Lament, this will not expire if the basic doesn't hit a target.

Somersault a 55 unit leap which damages and slows enemies hit. This is Hun Batz’ main movement ability. In combat, its mostly used as an escape or secondary chase tool, not an initiation tool. Keep in mind that it does slow enemies it hits, which can be useful against more mobile mages or hunters in teamfights to help teammates connect their attacks.

Overhand Smash deals damage in a cone after a wind-up animation. It is Hun Batz' main clear ability, considering it has the highest scaling and lowest cooldown. Hun Batz is vulnerable during the wind-up animation, as he prepares to slam, which creates a disadvantage in a 1v1. However, there is no movement penalty during the animation, so be sure to move around while casting.

Sacred Monkey is a secondary damage ability that releases a monkey who jumps from enemy to enemy, dealing damage. It can jump on 4 targets in total, and can only jump on gods once. If recast, within a few seconds, it teleports to the most recently hit enemy. This teleport does reset your basic attack chain, but it does not count as an ability use for Infused Strikes. A good application is to apply the monkey to a target before they use a dash or leap, then teleport to them after and stick to them.

Fear No Evil is Hun Batz' ultimate ability, which deals damage and fears enemies away from the center totem. It is in the conversation for best teamfight ultimate, and certainly the best assassin teamfight ultimate. The totem applies CC to many enemies in a large area, making it a powerful tool for teamfights to cause mayhem. However, it is still an effective tool in 1v1s or ganks, to force a player to go in a certain direction, such as out of tower, or into a teammate. Another use could be pushing enemies away from an objective, making it harder for them to secure it. It could also be used to push enemies away from a weak teammate. Keep in mind that CC immunities such as Raijin's Taiko Drums, Ravana's Overhead Kick, Artemis' Calydonian Boar, Camazotz' Bat Out of Hell and numerous other abilities nullify this effect and give a good opportunity to counter-engage. Gods like Hel and Chiron who can cleanse allies also make Fear No Evil tough to land. Further, any player will know to use beads to cleanse the effect, so a Hun Batz player must be aware that it isn’t an instant win button, and the enemy is still capable of fighting back.

Combos
Hun Batz combos are largely fluid reliant on basic attacking in between abilities. Generally, you will start by blinking in and using Fear No Evil to separate/initiate the fight or zone key targets. Then basic attack, and use Overhand Smash to continue damage. Basic attack, Sacred Monkey, basic attack, recast Sacred Monkey to teleport and stay on target, and then continue the fight intuitively.



Things can get a little more tough when you don't have Fear No Evil or Blink Rune available. You can use Sacred Monkey to get some damage, recast, and teleport to hit a basic attack, then continue with Overhand Smash and autos. In general, Hun Batz is much weaker without Fear No Evil.
Level Order
-

or
-

or
-
-

Start with Overhand Smash at level 1, then unlock either Somersault or Sacred Monkey, depending on the enemy god composition. If you can fight entering mid, and the enemy you want to fight is immobile, then Somersault can be great to slow the enemy while you basic attack. However, if the enemy is mobile, then Sacred Monkey can help close the gap after the target uses their mobility tool. Unlock your last ability at level 3, then begin to level and max Overhand Smash. Level Fear No Evil when available. Between upgrading Somersault and Sacred Monkey, Somersault is better when playing from behind or even, and Sacred Monkey is preferable when ahead.

Small note, in previous seasons, it was better to unlock Sacred Monkey at first because it did more damage to a single camp. Now that the jungle start is to pull multiple camps together, that is no longer the case.

Gameplay

Early-Game
Hun Batz has a weak (but not terrible) early-game due to his ultimate being a large part of his kit. The truth is, Hun Batz is mainly picked for his teamfight power, and while his ganks aren’t bad, they aren’t the goal of the pick. Fear No Evil has a long cooldown, and without cooldown reduction, it can be hard to fight often in the early game.
Mid-Game
Hun Batz starts to pick up mid-game as teams start to group up and Fear No Evil grows in efficiency. That said, Fear No Evil isn't just for hitting lots of targets, it’s fine to use on a target during a gank or for zoning.
Late-Game
The great thing about Hun Batz is that he is still effective while losing, because his ultimate has such strong crowd control. He's great for zoning at fire giants and phoenix fights, although he can have trouble diving on phoenix offenses. Always be aware of which targets have Purification Beads or CC immune abilities available.

Itemization

Starter Items
Eye Of The Jungle is the stronger start item right now. It’s stronger than the other options. Seer Of The Jungle is useful for vision control, and Protector Of The Jungle gives great stats for jungle fights.
Bumba's Dagger isn’t really great right now. It has more consistent sustain, but it’s weaker than Eye Of The Jungle. I mention it because Bumba’s Hammer synergizes with Hun Batz’ passive, basic attacking between abilities to confirm damage and get cooldown reduction.,
Core Options
Hydra's Lament is a core option which synchronizes with Infused Strikes to provide 61% bonus damage on a successful basic attack after an ability. This item is a good option when you are able to stay close to the enemy in an engagement. Facing teams that lack self-peel or movement are prime use cases. As of Season 9, the item now carries 10% penetration, which is a nice bonus. The item is also relatively cheap for the stats it provides. Overall, very relevant item on Hun Batz and never a bad choice.
Jotunn's Wrath is a core option which grants 20% cooldown reduction and mana immediately supplementing high frequency ganks through the early-mid-game. On top of that, it has 10 flat penetration boosting damage against squishy targets early, particularly before guardians can get Gauntlet of Thebes stacked. This makes Jotunn's Wrath considerably the best early-game assassin item. The new glyphs are not particularly relevant for Hun Batz' teamfight strategy, though Jotunn's Vigor can be useful on high power builds for a little sustain.
The Crusher is a core item which grants power, attack speed, 10% pen and bonus ability damage. This item works well with high power builds, particularly with Transcendence. It's great against teams with protection auras like Sentinel's Embrace, Sovereignty, and Heartward Amulet. The item now takes a more late game approach since it scales off more power. Good with Heartseeker
Heartseeker is a core item with power and pen, that deals percent health on abilities. It's a good choice against teams with lots of health, but goes in most builds in general. Formerly, it was almost always built last, but the item is pretty good in the 3rd, 4th, or 5th slots now.

Power Items
Transcendence is an option which stacks for large amounts of power, enabling a stronger mid-late-game as a trade-off for a weak early game. That does not mean its built late however, as it’s generally built in the 2nd item slot. That said, if combined with Jotunn's Wrath, Transcendence's weakness can be balanced out by Jotunn's Wrath's early power. Transcendence also carries the quality of life effect of never needing to back for mana, and never running out with the frequent use of abilities with high cooldown reduction.
Arondight is an offensive option which grants massive power and cooldown, as well as a strong buff which grants speed and damage after using the ult which synchronizes with and facilitates Infused Strikes. This option is great against squishier teams and more mobile teams. That said, it's often hard to find a spot for Arondight in a build. You often sacrifice a flat penetration item or a hybrid/defense item. Consider the type of build you will have late if purchasing this item.
Brawler's Beat Stick is an offensive option which grants power and flat pen, and reduces the healing of enemies hit. It also creates a field that gives allies power. The deal with this item is that it has the weakest passive of the new anti-heal passives. However, it is still good for anti-heal itself. It’s good on Hun Batz because he hits multiple targets with his ult, applying anti-heal to all of them. It's borderline necessary against teams with strong healing. While the loss of some stats compared to other items seems like it's a weaker item, you ultimately do more damage by reducing the amount of healing enemies get thus having to deal less damage total.
Titan's Bane is an offensive option which provides power and percent pen, and bonus pen on the first ability that hits every 10 seconds. This option is great against tankier teams. It's always build late as the opponents won’t have many protections early on. It fits very well on Hun Batz as he will nearly always start a fight with Fear No Evil, and thus Titan's Bane can add 40% penetration to that powerful ultimate.

Serrated Edge and Titan's Bane are generally interchangable on most assassins. For the most part, its a personal preference type deal. It provides movement speed which Hun Batz does appreciate to stick to targets and land basic atacks. The lifesteal also comes into play with Hun Batz as you are hitting basic attacks. Just like Titan's Bane, it's usually purchased later in the game when the enemy team has protections built up.
Bloodforge is a late-game item which provides power and movement speed, but also a great passive which helps Hun Batz survive once claiming a kill. It doesn't have any cooldown or penetration, so it's best to leave for last when the rest of your build is complete, generally after upgrading a starter.

Defensive Options
Magi's Cloak is a defensive option which gives defensive stats and an automatic crowd control cleanse and immunity on a 70-second cooldown. This item is great against teams with dangerous crowd control, particularly displacement like Pluck or other significant knock-ups. It's also good against mages or carries with self-peel like Morgan Le Fay's Dragonflight that lets you stay on a target. If you find that your beads are not coming up fast enough to survive engagements, this is a great choice at the end of a high power build.
Spirit Robe is a defensive option which gives protections, cooldown reduction and crowd control reduction. It's the easy, no-brain choice for a late-game defensive item to help against high damage comps.

Pro Builds

Other Tutorials

HOW TO SERIES: HUN BATZ JUNGLE by LASBRA
This is a great gameplay tutorial by the jungler from the Olympus Bolts, though slightly outdated. Focus on how he cancels basics, uses teleport, and guides and blocks targets with his ultimate.

Conclusion

Thank you for reading my Hun Batz guide! I also have a Bastet, Ne Zha, and Discordia guide you may be interested in. Don't be afraid to ask questions, and I welcome any feedback.

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1
SuperShmebulock | June 12, 2023 12:48pm
Just a quick question I’ve been playing smite for a year or two know and I’ve been trying to learn how to build charchters. So why don’t rob upgrade jot us wrath or magis cloak is there a reason?
1
Branmuffin17 (394) | June 12, 2023 2:14pm
Pupp can also answer this but I think I know the reason here. Mostly, this is leaving it open for you to upgrade whenever and whichever one you want.

Taking the standard build, you have glyph options for both Jotunn's and Magi's Cloak as you've stated. If Pupp listed Jotunn's Cunning, for example, people referring to the guide might think you should build it immediately as shown. However, in almost all cases, the glyphs provide a nice bonus but are usually upgraded once you've gotten most/all items online.

I think you can have arguments for upgrading to either Jotunn's Cunning or Magi's Revenge, depending on situation. I would just choose the one you think is going to benefit you more in that specific match. The notes there do state that Cloak is more situational though so keep that in mind.
1
SuperShmebulock | June 12, 2023 4:01pm
Oh ok thanks
1
ElLobezno (1) | March 2, 2023 12:20pm
Love this guide!
Just wanted to say that, I have been playing Hun recently and it looks pretty strong right now with these new pen item changes and I would love to see this guide to be updated, so more people can enjoy playing him this season
2
puppeht (1) | March 2, 2023 2:23pm
I'm working on it :)
1
Kriega1 (143) | January 13, 2022 11:25am
Going Bumba's Hammer doesen't mean you shouldn't go Jotunn's on Batz. It's his biggest early game power spike. You can always sell Jotunn's late if necessary. Also Sledge isn't really a good item, and Blackthorn at the moment is a better choice though will be pretty bad once 9.1 hits.
1
Branmuffin17 (394) | January 13, 2022 11:46am
Is Bumba's Hammer really a better option than Spear right now?

That PTS nerf to Blackthorn is harsh. It needed to be toned down, but a bit more moderation in their adjustments might be in order.
1
Kriega1 (143) | January 13, 2022 12:12pm
Depends on the game / god. Hammer is good for having ults up for every fight and trading (also sustain in fights and when tanking objectives), but Spear is better for burst. Batz i'd probably default to Spear though I think he's fine with either, someone like Gilgamesh / Odin Jungle i'd default to Hammer 9 times out of 10.
1
DarkonSA | January 13, 2022 3:45am
Can you elaborate why Jotan/Crusher/Beatstick is incompatible mixed with other items as you highlighted in the guide?
1
puppeht (1) | January 13, 2022 10:23am
Sure! The main incompatibility is Jotunn's Wrath and Bumba's Hammer. Both items provide 20% cooldown reduction so if you have both, you're already capped on cooldown reduction, thus any more cooldown you buy is wasted. And, late-game, Potion of Power gives you 10% cooldown reduction, so thats another bit of cooldown reduction wasted.

As far as The Crusher and Brawler's Beat Stick go, they are generally not built together as they are similar item archetypes which provide flat penetration. While you can build them together, you are using up an additional item slot and thus have to sacrifice a core piece of the rest of your build.
1
KingKatura | October 25, 2021 3:06am
on ly build i have seen that is updated for todays smite.
2
Big Damage (37) | February 28, 2021 3:29am
When going Bumba's Dagger try starting with Combat Boots. You don't really need the pots with the sustain you get and HoG isn't as necessary with the current meta start. If you back as soon as you can afford Warrior Tabi you get one of the quickest power spikes in the game. Your current start is still entirely valid though.

In your core items I would show The Crusher in there to clarify the build order for new players, although you in your notes and with the T1 start you do show The Crusher after boots, not being in between Tabi and Hydra's might confuse someone.

I would move Heartseeker from additional to suggested. Really feels great on Hun Batz. In additional I would add Bloodforge, Titan's Bane and Void Shield as they all have decent application with Hun Batz.

You could still keep Horrific Emblem but I would suggest trading it out for Magic Shell, or maybe swapping Aegis Amulet for Magic Shell. The block stacks on its upgrade can be invaluable at the right moments and the shield can give you that little extra to win a trade.

In your skill leveling you have a slight error where you have put a level into your ult at level 8 instead of 9.

You have a typo where it says "jotunn's wrath]" in your do's and don'ts. Speaking of which, [[jotunn's wrath is a fine choice for an early power spike and hitting your ult off cooldown, just make sure to sell it late game when you get Bumba's Hammer and put it towards a higher damage item like Heartseeker.

All in all great content and write up just some small tweaks and stuff so it's an upvote from me(:
1
puppeht (1) | February 28, 2021 10:08am
Thanks. I'll have to play a bit with the Combat Boots start since I've seen it a lot but never really tried since I lose out on the pots. I like having multi pots because they let me be a bit more aggressive in mid.

I didn't really want to show The Crusher in core because it isn't one of his main items but I can see how it would confuse newer players. I also try to put it after Warrior Tabi so new players make sure they build boots before finishing mace.

For the additional items, I don't disagree with any except for maybe Titan's Bane, I feel like it's just better to leave tank-killing to the carry and mid, but I'll have to try a couple games with it.

Magic Shell is another thing I'll have to try.

I'll go ahead and fix the levels.

I'll go ahead and fix that type too. Going Jotunn's just feels dirty but I understand what you're saying. But I think its a little confusing and risky for new players.

Thanks a lot for the feedback. I didn't mean to counter-criticize, just defend why I did what I did. I'll try and get a few games in and test out some of the other items more. <3
2
Big Damage (37) | February 28, 2021 12:57pm
It's fine I often reply like that when discussing with others. Have a good one!
1
Kriega1 (143) | February 28, 2021 11:16am
Titans is good if carries are building defense and/or when the support is running Thebes + Sov + Embrace and hanging around their carries
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League of Legends Build Guide Author puppeht
No Monkey Business - Hun Batz Jungle S10 Conquest Guide
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