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Nox - I See a Red Door and I Want It Painted Black (S7, All Modes, Patch 7.12 "The Legendary Tanuki")

38 5 184,013
8.9
by Branmuffin17 updated January 5, 2021

Smite God: Nox

Build Guide Discussion 23 More Guides
Choose a Build: Conquest Mid-Lane / Universal Mage Build
Conquest Mid-Lane / Universal Mage Build Conquest Support / Universal Utility Build
Tap Mouse over an item or ability icon for detailed info

Nox Build

Example Chronos Rush Build (Replace Shoes Late)

Notes This is the preferred build direction for Nox, focusing on an early Chronos' Pendant to give her some mana sustain and high use of abilities.

Divine Ruin is expected as the main early pen item due to the abundance of healing, but if this is not needed, you can consider Spear of the Magus or Spear of Desolation.

The 6th item is situational / preference; shown here is Pythagorem's Piece for the team aura.

Notes

This is the preferred build direction for Nox, focusing on an early Chronos' Pendant to give her some mana sustain and high use of abilities.

Divine Ruin is expected as the main early pen item due to the abundance of healing, but if this is not needed, you can consider Spear of the Magus or Spear of Desolation.

The 6th item is situational / preference; shown here is Pythagorem's Piece for the team aura.

Build Item Chronos' Pendant Chronos' Pendant
Build Item Shoes of Focus Shoes of Focus
Build Item Divine Ruin Divine Ruin
Build Item Charon's Coin Charon's Coin
Build Item Soul Reaver Soul Reaver
Build Item Pythagorem's Piece Pythagorem's Piece

Starting Items (Chronos Rush)

Notes T2 Chronos provides good early power and significant MP5 to help your early mana sustain. Depending on how the match is going, you may decide to complete Chronos' Pendant first, or get your full Shoes before completing Chronos.

Grab a couple of potions as well.

Notes

T2 Chronos provides good early power and significant MP5 to help your early mana sustain. Depending on how the match is going, you may decide to complete Chronos' Pendant first, or get your full Shoes before completing Chronos.

Grab a couple of potions as well.

Build Item Restored Artifact Restored Artifact
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Offensive Item Options

Notes Divine Ruin (Anti-Heal): Consider anytime you face an enemy healer.

Spear of Desolation (Universal Offense): Provides power, CDR, and some pen, all of which are helpful for any mage. I do feel there are better options in most cases.

Pythagorem's Piece (Group Power / Lifesteal): Provides an aura of power and lifesteal to nearby teammates, which is great for teamfights and objective pushes. This is my preferred lifesteal item for Nox.

Soul Gem (Lifesteal Alternative): Different utility compared to Pythag's, this item can give some group healing and the potential for burst damage at full stacks.

Soul Reaver (Anti-Tank Burst): Provides bonus damage on ability hit, with higher damage potential against high health targets.

Rod of Tahuti (High Power): Useful for stronger offense in any build, this is an item you'll pick up late-game only for a significant increase in damage potential.

Staff of Myrrdin (Ult -> Ability Spam): Can be considered late-game, to get more CDR if needed, with added utility when you ult. Her ult is best used in the middle of a teamfight, and immediately after use, she can use her Lock or Silence twice in a row, providing great CC.

Charon's Coin (Penetration / Utility): Solid % penetration (preferred currently over Obsidian Shard) that provides an interesting passive mechanic, giving some health sustain and movement speed.

Obsidian Shard (Penetration Option #2): Provides a higher "burst" amount of penetration that can be helpful against tankier compositions. This is an alternate option to Charon's Coin with higher damage potential but less utility.

Notes

Divine Ruin (Anti-Heal): Consider anytime you face an enemy healer.

Spear of Desolation (Universal Offense): Provides power, CDR, and some pen, all of which are helpful for any mage. I do feel there are better options in most cases.

Pythagorem's Piece (Group Power / Lifesteal): Provides an aura of power and lifesteal to nearby teammates, which is great for teamfights and objective pushes. This is my preferred lifesteal item for Nox.

Soul Gem (Lifesteal Alternative): Different utility compared to Pythag's, this item can give some group healing and the potential for burst damage at full stacks.

Soul Reaver (Anti-Tank Burst): Provides bonus damage on ability hit, with higher damage potential against high health targets.

Rod of Tahuti (High Power): Useful for stronger offense in any build, this is an item you'll pick up late-game only for a significant increase in damage potential.

Staff of Myrrdin (Ult -> Ability Spam): Can be considered late-game, to get more CDR if needed, with added utility when you ult. Her ult is best used in the middle of a teamfight, and immediately after use, she can use her Lock or Silence twice in a row, providing great CC.

Charon's Coin (Penetration / Utility): Solid % penetration (preferred currently over Obsidian Shard) that provides an interesting passive mechanic, giving some health sustain and movement speed.

Obsidian Shard (Penetration Option #2): Provides a higher "burst" amount of penetration that can be helpful against tankier compositions. This is an alternate option to Charon's Coin with higher damage potential but less utility.

Build Item Divine Ruin Divine Ruin
Build Item Spear of Desolation Spear of Desolation
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Soul Gem Soul Gem
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti
Build Item Staff of Myrddin Staff of Myrddin
Build Item Charon's Coin Charon's Coin
Build Item Obsidian Shard Obsidian Shard

Defensive Item Options

Notes Choose these situationally when needed:

Mantle of Discord (High Protections): Helpful defensive item if you find the enemy is constantly diving you. The CDR is nice, but the passive stun can save your life.

Magi's Cloak (Anti-CC): If the enemy team has high CC and you're having major problems, this item should be considered to give you a free form of Purification Beads.

Celestial Legion Helm (Anti-Physical Burst): If you're facing a physical enemy mid, or are having problems with a physical jungler, this is an option you can consider for survivability. Not a great choice when facing enemies with ticking/DoT damage, as it will quickly deplete protection stacks.

Tyrannical Plate Helm (Anti-Physical / Lane Pushing): Physical protection and some offense to counter early physical pressure, along with a strengthening of nearby minions to help with lane pushing.

Notes

Choose these situationally when needed:

Mantle of Discord (High Protections): Helpful defensive item if you find the enemy is constantly diving you. The CDR is nice, but the passive stun can save your life.

Magi's Cloak (Anti-CC): If the enemy team has high CC and you're having major problems, this item should be considered to give you a free form of Purification Beads.

Celestial Legion Helm (Anti-Physical Burst): If you're facing a physical enemy mid, or are having problems with a physical jungler, this is an option you can consider for survivability. Not a great choice when facing enemies with ticking/DoT damage, as it will quickly deplete protection stacks.

Tyrannical Plate Helm (Anti-Physical / Lane Pushing): Physical protection and some offense to counter early physical pressure, along with a strengthening of nearby minions to help with lane pushing.

Build Item Mantle of Discord Mantle of Discord
Build Item Magi's Cloak Magi's Cloak
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Tyrannical Plate Helm Tyrannical Plate Helm

Relics to Consider

Notes Purification Beads (Anti-CC): A pretty core relic for most mages, used specifically to counter CC.

Aegis Amulet (Anti-Burst): Another core relic for most mages, helpful to prevent anticipated burst damage.

Phantom Veil (Anti-Obstacle): Although Nox has an escape, it's a dash, not a leap, and she can find herself trapped, especially with Odin's Ring of Spears. Only consider in these types of situations.

Blink Rune (Initiation): Spicy pick to surprise enemies that think they're at a safe distance.

Notes

Purification Beads (Anti-CC): A pretty core relic for most mages, used specifically to counter CC.

Aegis Amulet (Anti-Burst): Another core relic for most mages, helpful to prevent anticipated burst damage.

Phantom Veil (Anti-Obstacle): Although Nox has an escape, it's a dash, not a leap, and she can find herself trapped, especially with Odin's Ring of Spears. Only consider in these types of situations.

Blink Rune (Initiation): Spicy pick to surprise enemies that think they're at a safe distance.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Phantom Veil Phantom Veil
Build Item Blink Rune Blink Rune

Example Build (Lane Pressure, Replace Shoes Late)

Notes This is a (funky) build example designed specifically to help with 2 aspects, both supplied by an early Tyrannical Plate Helm: push your lane, and counter an aggressive physical jungler.

This will absolutely stunt your own early offense as this item precedes Chronos' Pendant, but it's better than dying, and if you can get some support from your own jungler and push the enemy back, you can potentially win the lane early and start immediately roaming to support other lanes or gank with the Jungler.

As it's going to be somewhat less functional late-game, you can consider replacing Tyrannical (along with Shoes) with another item.

Notes

This is a (funky) build example designed specifically to help with 2 aspects, both supplied by an early Tyrannical Plate Helm: push your lane, and counter an aggressive physical jungler.

This will absolutely stunt your own early offense as this item precedes Chronos' Pendant, but it's better than dying, and if you can get some support from your own jungler and push the enemy back, you can potentially win the lane early and start immediately roaming to support other lanes or gank with the Jungler.

As it's going to be somewhat less functional late-game, you can consider replacing Tyrannical (along with Shoes) with another item.

Build Item Shoes of Focus Shoes of Focus
Build Item Tyrannical Plate Helm Tyrannical Plate Helm
Build Item Chronos' Pendant Chronos' Pendant
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Charon's Coin Charon's Coin
Build Item Staff of Myrddin Staff of Myrddin

Example Build (Pen / Anti-Tank, Replace Shoes Late)

Notes This build example is one that doesn't use the services of Chronos' Pendant, and thus provides some different functions, including early flat pen, some lifesteal for sustain, good % penetration, and burst potential. Your biggest concern in the early game is mana use...consider getting a couple of Mana Potions every time you back.

Notes

This build example is one that doesn't use the services of Chronos' Pendant, and thus provides some different functions, including early flat pen, some lifesteal for sustain, good % penetration, and burst potential. Your biggest concern in the early game is mana use...consider getting a couple of Mana Potions every time you back.

Build Item Shoes of Focus Shoes of Focus
Build Item Spear of Desolation Spear of Desolation
Build Item Soul Gem Soul Gem
Build Item Charon's Coin Charon's Coin
Build Item Soul Reaver Soul Reaver
Build Item Staff of Myrddin Staff of Myrddin

Nox's Skill Order

Shadow Lock

1 X Y
Shadow Lock
4 8 11 12 14

Siphon Darkness

2 A B
Siphon Darkness
1 3 6 7 10

Shadow Step

3 B A
Shadow Step
2 15 16 18 19

Night Terror

4 Y X
Night Terror
5 9 13 17 20
Shadow Lock
4 8 11 12 14

Shadow Lock

1 X
Nox extends her shadow, damaging enemies. If this shadow hits an enemy god it stops, rooting and crippling them in place and dealing damage over time instead. Nox must channel and stay within range to maintain hold on the target, but may cancel this ability early. Nox will continue to channel this ability even if she is hit by Crowd Control effects. While channeling this ability Nox suffers no directional movement penalty.

Ability Type: Line
Damage: 50 / 85 / 120 / 155 / 190 (+40% of your Magical Power)
Damage Over Time: 30/40/50/60/70 (+20% of your Magical Power) every 0.5s
Root Duration: 2s
Range: 65
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s
Siphon Darkness
1 3 6 7 10

Siphon Darkness

2 A
Nox creates a void of darkness that silences all enemies within. After 2s it explodes, dealing damage.

Ability Type: Ground Target
Damage: 90 / 160 / 230 / 300 / 370 (+100% of your Magical Power)
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 13s
Shadow Step
2 15 16 18 19

Shadow Step

3 B
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows.

Ability Type: Dash
Damage: 70 / 110 / 150 / 190 / 230 (+70% of your Magical Power)
Range: 55
Cost: 90
Cooldown: 15s
Night Terror
5 9 13 17 20

Night Terror

4 Y
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing less damage for the duration.

Ability Type: Line
Initial Damage: 200 / 250 / 300 / 350 / 400 (+75% of your Magical Power)
Damage: 20 / 25 / 30 / 35 / 40 (+5% of your Magical Power) every 1s for 5s
Damage Reduction: 40% for 5s
Range: 120
Cost: 100
Cooldown: 90 / 85 / 80 / 75 / 70s

Introduction

Recent Updates:

2021/1/5Guide is current as of Patch 7.12, "The Legendary Tanuki." Updated code for mobile, updated builds.

Revision History


Hello everyone! My name is Branmuffin17 (PC IGN: Muffinman17, PS4 IGN: Branmuffin17), and I'm a SMITEFire moderator and casual SMITE player on PC. This guide was originally a collaboration between me and Tlaloc1050, with him publishing and controlling updates. He is sadly retiring from SMITE, and so I'm taking over.

I'll assume you know the basic gist of gameplay in the various modes, so I won't be teaching or talking much about rotating, minions, tickets, etc., except in the direct context of Nox's gameplay. If you want details on general info, I invite you to check out my other guides:

The
Overarching
Conquest Guide
The
Overarching
Arena Guide

This is a work in progress, as it should be. I'm always open to new ideas and different approaches.


Comic by Stuke99

Nox is a utility mage, whose unique, CC-heavy kit allows her to disrupt enemy lines through Shadow Lock and Siphon Darkness. She has a unique dash/escape ability that can allow her to accompany (and safely hide in the shadows of) teammates, giving her some interesting synergies with select gods. She is great in a teamfight due to her ult's AOE ability to decrease enemy damage output.

...... Strengths ......

+ High control in her kit
+ Functional escape
+ Can ride teammates' global ults
+ Sets up kills
... Weaknesses ...

- Squishy
- Needs good aim & patience
- Starts off very slow
- Missing combo decreases utility

This guide provides builds...one general mage/Mid-Lane build, and one used for off-meta Support and/or Utility. Interested? Step into the shadows with me.

Abilities

Passive:



Flame of the Night
Nox's candles gather energy from all abilities she uses. For every ability Nox casts a candle is lit. For every candle lit Nox gains +3% magical power. When Nox takes damage from an enemy god, one of her candles is blown out. Stacks up to 4 times, for a total of 12% bonus magical power.

Discussion: You won't really think about this passive. However, this is a good reason to spam abilities and avoid damage, and supports a high power build, especially late-game.

Tips: At the beginning of a match, cast abilities in base (other than Assault) to build up your passive stacks.
Skill #1:



Shadow Lock
Nox extends her shadow, damaging enemies. If this shadow hits an enemy god it stops, rooting and crippling them in place and dealing damage over time instead. Nox must channel and stay within range to maintain hold on the target, but may cancel this ability early. Nox will continue to channel this ability even if she is hit by Crowd Control effects. While channeling this ability Nox suffers no directional movement penalty. CD 10 seconds.

Leveling Priority: Prioritize this 2nd.

General Use: Damage / Peel / Control

Discussion: This is your main form of control, and most often will be paired as the follow-up combo ability to Siphon Darkness. A 2 second root is extremely powerful, allowing teammates to easily focus a single enemy.

Tips: Common practice sees this ability cast immediately after using Siphon Darkness, to catch enemies in its AOE and deal massive damage. However, in a teamfight, you may want to show some restraint, and wait for the enemy to react before casting. This allows you to better predict the direction they will head to escape. Even if they escape the Siphon's AOE, confirming the lock is arguably much more important; with the help of teammates, it can set up an easy kill.
Skill #2:



Siphon Darkness
Nox creates a void of darkness that silences all enemies within. After a short duration it explodes, dealing damage. CD 13 seconds.

Leveling Priority: Prioritize this 1st.

General Use: Damage / Minion Clear / Zoning / Ability Interruption

Discussion: This is Nox's strongest and most defining ability, providing your main minion clear function, and a level of utility matched by few others.

Anyone in the AOE is silenced. This means you can prevent enemies from casting any abilities, or interrupt enemies that are channeling abilities. Use this to cause massive disruption. When using this for wave clear, you can deploy this ahead to get an edge on the enemy mid-laner.

Tips: More important than using this for damage, your main focus should be to use this for control. Initiate a 1v1 engagement with this (followed by Shadow Lock), or hold onto it in a teamfight specifically for its silence function. You can also use this for zoning purposes. E.g. In a narrow jungle path, drop it in front of a retreating enemy to make them think twice about running through it.
Skill #3:



Shadow Step
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows. Nox can stay in an ally's shadow for up to 8 seconds. CD 15 seconds.

Leveling Priority: Prioritize this last.

General Use: Escape / Initiation / Damage / (Situational) Global Mobility

Discussion: This is the most interesting and flexible ability in her kit. You'll generally hold onto this for use as an escape. However, when the situation is favorable / safe, you can:
  • Dash through the minion wave for clearing function
  • Initiate with this to close distance with the enemy
  • Dash through an enemy for added damage
  • Dash through an enemy for added damage, into a nearby teammate, then immediately cancel to exit their shadow and deal the secondary damage
  • If trapped in Odin's Ring of Spears with an ally, dash into them to avoid taking damage
Keep in mind, when you're in a teammate's shadow, you cannot be targeted / damaged.

Tips: The greatest (but most situational) utility is through your ability to leap into a teammate's shadow. Dash into them, and you will go where they go. For massive burst function, dash through an enemy into a nearby teammate, then immediately cancel and you'll hit them in the secondary AOE.

Situationally, you can use this to transport large distances, especially with global ults. Examples of Gods where Nox can hitch a ride: Apollo, Arachne, Athena, Chernobog, Jormungandr, Mercury, Ratatoskr, Thanatos, Thor.

In addition, you can use this offensively for huge gank potential, particularly with gods that have teleports or stealth (.e.g. Loki, Izanami, Ao Kuang, Da Ji, The Morrigan).
Ultimate:



Night Terror
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing 40% less damage for the duration. CD 90/85/80/75/70 seconds.

Leveling Priority: Level this whenever it becomes available.

General Use: Damage / Teamfights / 1v1 Kills / Kill Secure / CC Immunity

Discussion: This ability has incredible range, allowing you to target retreating / damaged enemies. Kill secure is arguably its most popular (and satisfying) use.

However, it provides arguably better utility (via the damage reduction) especially in teamfights, where the AOE burst can hit multiple enemies.

Remember that the short charging animation provides you with CC immunity, so you can ult in an emergency to prevent things like an Ares / Cerberus / Da Ji ult pull.

Tips: In teamfights, don't save this for kill secure. The 5 second damage reduction is incredibly useful, and can easily give your team the upper hand. When in the process of casting this, Nox can go through Janus' Portals.

Ability Combos

Core Combo




This is your main combo. Initiate with Siphon Darkness to prevent enemy ability use. This will typically trigger 1 of 3 reactions:
  1. The enemy will try to escape by running out of the AOE
  2. It will force the enemy to use Purification Beads
  3. The ability's silence will trigger a Magi's Cloak passive
In most cases, the first will occur. Follow up Siphon Darkness with Shadow Lock. If you connect before they leave Siphon's AOE, you will deal damage from both abilities.

Tips: In most cases, you will try for max damage, meaning you want to cast Shadow Lock immediately after Siphon Darkness, to trap them while they're still in the AOE. You need to pay attention to the direction the enemy is heading. It is easier to hit the Lock if you're very close to them, but if they're further away, you'll need to lead your aim a bit ahead of them.

However, you may decide a bit of patience is preferable, possibly allowing the enemy to escape the AOE but allowing for a higher probability of connecting with the Lock. Remember, Siphon Darkness is first and foremost a setup tool, and although it has higher burst damage potential, Lock is really your most important ability. If you have teammates with you, it will allow them to more easily connect on their damage.

Initiation Combo




This is your chase and 1v1 kill combo, without using your ult. Initiate and close distance with Shadow Step. If the enemy is retreating and has some distance on you, you'll likely only use this to get close enough to connect with Shadow Lock. However, if you're fighting a 1v1 and are confident in your ability to get a kill, you'll use this within closer range to connect with it for the damage.

Follow it up with the standard combo of Siphon Darkness and Shadow Lock. Since you're going for damage/kill, you'll pretty much always use Shadow Lock immediately after Siphon Darkness to keep them in the AOE...your close proximity to the enemy should help you confirm the Lock.

Remember that you're blowing your escape, so use this combo with discretion and awareness.

Teamfight Ability Use




This is your teamfight "combo," used when multiple enemies and teammates are likely present. Both Night Terror and Shadow Step are used situationally; your core is still Siphon Darkness to Shadow Lock.

Considerations:
  • Night Terror: Understand that Night Terror doesn't technically have to be used at the onset of a fight. Use your ult when you feel it has the most potential. That potential is usually best seen early in a fight, to give your teammates an advantage with the damage reduction it provides. Watch for enemies to bunch up, to hit multiple targets. If you have specific teammates with the ability to draw enemies to one area (e.g. Ares, Cerberus, Da Ji, Odin), you may wait for them to use that first.

    You may also use this defensively, if the enemy has predictable hard CC (remember you get CC immunity during the casting animation).

  • Shadow Step (Defensive): Your first priority for this is always for escape or avoidance of damage. Remember that you can hide in teammates' shadows to avoid damage.

  • Shadow Step (Offensive Burst): With teammates around, remember that you can use their presence for burst damage, if the enemy is in the right spot. Look for tanky teammates initiating on enemies to help them take their target down, or for squishy teammates that are getting jumped and could use some help.

    Remember you can get two hits of this ability, if you dash through the enemy into a nearby teammate's shadow, then exiting their shadow for the secondary burst.

Conquest Mid Gameplay

Mid-Lane - Start & Early Game


Standard (Mid-Lane) Start: You will typically help your Jungler get an quicker start by helping clear their Speed Buff (1). Note that it spawns at 00:20, slightly earlier than other jungle camps. Use your wave-clear ability and then head directly to lane (2) and clear the first wave.

Depending on who can clear more quickly, you can either decide, or you'll have to react to what the enemy chooses to do. First priority will normally be to contest the FG side mid-harpies (3), but if they have a better early game, and / or you're worried about the enemy Jungler, you'll likely just concentrate on your safer mid-harpies (4) and Damage Buff (5).

If you're strongly out-clearing the enemy, you can attempt to go for their Damage Buff (4*) or at least steal the small minions. From there, you'll mostly focus on clearing waves and poking the enemy, while watching for gank attempts.

If your Jungler is around, you may consider helping them secure the Oracle Harpies (6). Anytime you're near your tower, you may also consider helping your Jungler out by clearing the Jungle Shrine (7).


Mid-Lane - Mid-Game

As Siphon Darkness is leveled close to max, it should be able to handle a minion wave fairly easily. When you get Chronos' Pendant online, you'll start wanting to be a bit more aggressive, and going for your 2-1 combo anytime you can, to get good poke damage and put the enemy on their heels. If they stick around too long at low health, you can go for a kill with your ult as well.

You will be teaming up with the Jungler and/or Support here and there, and should also be focusing more on objectives. Look for opportunities to secure the Gold Fury or the Fire Giant & Pyromancer. Work with them to secure together, and look for gank attempts whenever possible.


Mid-Lane - Late-Game

Although she can deal pretty good damage, her best use is via her CC, which provides incredible utility for your team. Lock down enemies with Shadow Lock, interrupt enemy abilities with Siphon Darkness, and use Night Terror at the start of any teamfight, as the damage reduction is more important than kill secure potential.

You'll mostly want to stick near the back line, but if your team is close, look to be more aggressive in the front line (or even surprise them from behind) as you can always dash to a nearby teammate for safety.


Mid-Lane - Early-Game Warding


  • Green: Safe as long as you're not pushing your lane, giving vision of the entrances to your lane so you can see incoming ganks. Best if you are playing conservatively and are looking for an early stalemate.

  • Yellow: Slightly more risky from the Duo side, since the enemy can approach from around the Damage Buff without being spotted. However, you gain a better view of the left harpy camp and earlier warning of enemies incoming from that side.

  • Red: Risky, and most effective if you've got support or are pushing your lane hard.

  • Magenta: (Thanks to Estidien (IGN Salad) for this tip): You can also place a ward directly in front of the enemy tower, which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps.

Conquest Support Gameplay

Support - Start & Early Game


Standard Start (w/ ADC): The most common start will see both the ADC and Support together in the Duo lane. In these scenarios, the object is to clear the wave as quickly as possible to gain an upper hand on the enemy, providing you with a variety of options. This will be covered immediately below.

Head to the Duo lane. Your first task will usually be to clear your side's Protection Reduction (Void) Buff (1), which spawns at 00:20. The enemy Duo is likely to do the same. Then head to your lane to clear the minion wave.

When in lane, if your wave clear is stronger than the enemy's, you can try to force them under their tower. Depending on timing, use that pressure to get a head start on clearing the next wave, or invade their jungle to steal their Protection Reduction Buff camp (1*) whenever it's respawned. Otherwise, your general priority is to clear the minion waves and farm up as efficiently as possible.

If you're continually outclearing the enemy, you can play more aggressively and look to venture a bit further, going as far as to clear the Oracle Harpy camp (2) in-between waves. Be aware in the reverse situation, as you may want to contest if the enemy is trying to steal (or stay clear if they've got a clear advantage in early game damage and levels). If your Mid-Laner isn't clearing their Damage Buff (3), you may want to do so for them. And as you get a bit stronger, you can then start looking to clear the Alpha Harpy camps (4 & 4*).

From this point forward, you'll mostly stay in lane with the ADC in the early game, but will need to choose a time to start rotating, where you will likely spend most of your time between the Duo and Mid-lanes.


Support - Mid-Game

With some protections, you can now tank enemy damage to the extent that you can play more aggressively and go for kill secures. You'll likely be rotating between lanes, grabbing an occasional jungle camp, but mostly looking to disrupt the enemy jungler, or gank the Duo or Mid lanes.

You need to make sure your teammates know you're ganking, and to have them be with you, because you'll need their damage to help secure the kills.

Pay more attention to warding, covering common jungle paths, and dropping Sentry Wards on key objectives (or common defensive ward locations of enemies to help you surprise them).


Support - Late-Game

Tanking towers won't hurt too much now. Like sugar, it's good in moderation. Tank objectives like the Fire Giant and towers. Either you or your solo laner will do it.

Remember to always keep a ward on the Fire Giant and phoenixes that are down.

Stick with an ally at all times and remember to play with a Support's mindset. Others' lives are the priority, and you need to use your abilities to control a teamfight.


Support - Early-Game Warding

Placing 2 wards at a time is your best bet to warn you of incoming enemies from multiple locations. Below are color-coded locations for pairs of wards depending on your aggressiveness in-lane. (note locations for Support are shown on the left portion of the map)


  • Green: Locations for safest play. Gives you a good view of the main entrances to your lane to warn you of incoming ganks, but you won't have much advance warning.

  • Yellow: Same offensive ward location, but the defensive ward is pushed out a bit to give you a bit earlier warning from normal enemy jungle paths However, it will not help you spot an aggressive jungler that approaches from behind, near the buff camps.

  • Red: This provides you with great early warning in the offensive zone when pushing your lane. It doesn't cover your backside, however, so you'll be relying on your own skill and good communication with teammates to keep you alive.

Some Of My Guides



If you liked this guide, check out my other ones below!


The Overarching Series



The
Overarching
Assault Guide

The
Overarching
Conquest Guide



Individual God Guides



Bacchus:
An Alcoholic's Chugging Guide

Freya:
Pulsing to
the Beat

Ganesha:
Selflessly
Gifting Kills

Shifu Guan Yu:
The Battle
Master

Loki: The Backstabbing Bastard

Medusa: Getting Everyone Stoned

Credits

This Guide Was Written By:



Branmuffin17

Tlaloc1050

With The Artwork Of:



Stuke99

And Feedback From:


DV-8
Estidien
Kriega1

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1
Kriega1 (120) | January 5, 2021 2:07pm
I dont understand why you have a mid build with Tyrannical (especially it being fairly pricey). If you want a cheap bridge defense item you can just get Stone of Binding.
1
Branmuffin17 (331) | January 5, 2021 2:51pm
Eh, I left it in there from the last version, but it does bring some stuff Binding doesn't, namely some health, 20% CCR, a bit higher phys prot, way more power, etc. It's not anywhere near the top of the build listing so I don't see a major issue with it.

In the case of a really mobile jungler, it could be significantly more helpful than Binding, but I guess you probably shouldn't be out that far if it's that dangerous anyway.
1
Big damage (17) | January 5, 2021 4:56pm
In that case though you're probably better off swapping Chronos' Pendant for it so that you aren't taking up another item slot of something more useful.

Blessing > Shoes > Divine > Breastplate > Charon's > etc.

The position of divine and breastplate are interchangeable.
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1
Mason367 | January 5, 2021 11:43am
Thanks so much, im trying to get into Nox middle since my friends love to play jungle and its easy kills for them
1
Kriega1 (120) | January 5, 2021 11:44am
I personally wouldn't go Book of Thoth on her in Mid. CDR boots > Chronos' > Divine / Magus > Coin > Reaver (or Reaver before and Shard here) > Estaff > Myrddin (or Tahuti / Soul Gem) is what I would go.
1
Mason367 | January 6, 2021 10:32am
Ok thanks, appreciate it. Appreciate the extra help.
1
Branmuffin17 (331) | January 5, 2021 11:51am
Yeah I need to update the builds, I would always go Chronos rush these days.
1
Kriega1 (120) | August 30, 2019 4:17pm
No Ethereal Staff?
2
Branmuffin17 (331) | August 30, 2019 5:13pm
No. Stfu Kriega.

Lol

Okay so I've honestly never considered ethereal for Nox. She has a great escape, and cc up the wazoo, and so I don't really consider a somewhat bruiser item for her in that sense. Uhhh wait... Are you talking about the support build? Cuz if so... Lol Hmmm... What's your thought process here?
1
Kriega1 (120) | August 30, 2019 5:14pm
For both the Mid and Support build, though less of a priority on the support build.
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1
FootFetish (4) | July 18, 2019 8:34am
Hi bran, uhh i don't really have any important suggestions apart from placing a ward in the centre of the middle lane, but all the information about Nox that you have is perfect, really complete guide.
Sad that your friend left :/
2
Branmuffin17 (331) | July 18, 2019 10:29am
Hey Foot,

Thanks for the feedback. Note that I do talk about placing a ward in the middle of the lane, though it's not marked on the map itself. That writeup says:

"Per Estidien: You can also placing a ward directly in front of the enemy tower, which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps."
1
FootFetish (4) | July 18, 2019 11:57am
Oof, my bad.
nothing to thank though, i'm here to help u
1
GameGeekFan (50) | July 15, 2019 11:06pm
"She is great in a teamfight due to her ult's AOE ability to , and brings much to the table."

Paragraph below the comic.
You're welcome.
1
Branmuffin17 (331) | July 16, 2019 10:35am
Yeah I had been working on that paragraph, but forgot as I got sidetracked writing other things. I can't multitask well.

Fixed. It's the AOE ult's ability to reduce damage by 40%...that's huge in a teamfight.
1
Gulfwulf (77) | July 15, 2019 11:10pm
GameGeekFan wrote:
"She is great in a teamfight due to her ult's AOE ability to , and brings much to the table."

Paragraph below the comic.
You're welcome.

Ability to do what, exactly?
1
Kriega1 (120) | July 16, 2019 2:31am
Ability to silence
1
GameGeekFan (50) | July 15, 2019 11:21pm
Yea rereading this has just made me more confused.
1
boogiebass (44) | July 15, 2019 6:16pm
Mysterionz, our dear friend tlaloc has decided to move on. A moment of silence... no pun intended.
1
xmysterionz (62) | July 16, 2019 12:50pm
Yeah I commented on his blog post. Plus, I took some moments to understand the joke with the "silence"
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League of Legends Build Guide Author Branmuffin17
Nox - I See a Red Door and I Want It Painted Black (S7, All Modes, Patch 7.12 "The Legendary Tanuki")
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