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Start to build toward desolation and beads. Horn, claw, and wing shard are dependent on your own preference.
Vampiric Shroud
Magic Focus
Purification Beads
Horn Shard
Claw Shard
Wing Shard
Deso for getting your cooldowns faster, soul gem for a little extra damage when building stacks, bancrofts for lifesteal and small amount of attack speed, typhon for lifesteal and power, telk ring for more lifesteal and added attack speed, poly is for power and lifesteal as well. Everything is pretty much lifesteal based because typhon's fang passive.
Sacrificial Shroud
Spear of Desolation
Nimble Bancroft's Talon
Typhon's Fang
Cyclopean Ring
Demonic Grip
Maman can also have an attack speed build. So if there is a lot of anti-heal, attack speed and power can go very well. After stunning there is a long period of time to get some of your auto attacks in. Ability order should be: 2 1 Auto 3 4.
Protector Of The Jungle
Charon's Coin
Nimble Bancroft's Talon
Typhon's Fang
Demonic Grip
Cyclopean Ring
Building protection can be very good with Maman. She already mitigates a lot of damage, and does a lot to others as well. If you really needed to you could build CCR or normal protection. This will allow you to stay in fights longer, and overall survive for a longer time. These won't be needed every game though, so use them when they are needed.
Prophetic Cloak
Spirit Robe
The Alternate Timeline
You can easily build penetration, cooldown, or tick damage with Maman. She is a very flexible character as of now, and can be very useful. Brooch is for dealing more tick damage, as her 1 and 2 do tick damage. If you wanted to, you could build Contagion for the fun of it, and do some decent damage. Only build Contagion if you need to, you should try and build either full power/lifesteal, or at least one magical/physical protection item.
Rod of Tahuti
Doom Orb
Charon's Coin
Chronos' Pendant
Aegis and Beads are a good combo for getting out of sticky situations. Beads and blink can allow you to attack quickly, and then escape with beads. Aegis and Blink could do the same, just realize without beads you are vulnerable to CC and Ares Ult.
Greater Aegis Amulet
Greater Blink Rune
Greater Purification Beads
Maman's ult is not the main damage source here. Your 1, 2, 3, and auto attacks are all you really need. Your ult should be used for cleaning up at the end of a fight, and/or when the other team is grouped up.
Tap each threat level to view Maman Brigitte’s threats
With Maman being the new god she can be pretty broken (She could be nerfed very soon.) From my experience she seems like more of a lifesteal/Auto mage rather than power/penetration/cooldown. Jumping in and building what is supposedly best and expect to do a lot for your team. First you need to be able to understand the abilities surrounding this god, and what makes them powerful.
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Soul Spikes
PASSIVE
Damaging an enemy with a basic attack or ability afflicts enemies with Soul Spikes. Upon reaching 5 stacks, Maman Brigitte absorbs a piece of their soul, dealing damage based on their missing Health and gaining a Soul Orb from enemy gods. Soul Orbs last 30s. Ability Type: Damage, Buff Damage: (+1% of your Magical Power) per 1% of target's missing Health Damage Cap: 60% missing Health Duration: 10s
Party Trick
Maman Brigitte drinks from her bottle and breathes out fire. Enemies are set aflame, damaged every 0.5s for 1.5s, refreshing if they stay in the area. This damage does not trigger Item effects. Maman Brigitte is knockback immune, channeling the fire as long as she has Rum and can cancel at any time. When out of Rum or upon reactivation, she slams her bottle on the ground, damaging and stunning enemies. This ability's cooldown is reduced based on Rum remaining when the slam occurs.
Ability Type: Cone, Damage, Stun
Fire Damage Per Tick: 6 / 14 / 22 / 30 / 38 (+10% of your Magical Power)
Slam Damage: 40 / 80 / 120 / 160 / 200 (+35% of your Magical Power)
Stun Duration: 1.2s
Maximum Cooldown: 14s (Further reduced by CDR)
Range: 30 / 15
Cost: 20 / 30 / 40 / 50 / 60
Cooldown: 6s
Madame Fangs
Maman Brigitte's tattoo snake, Madame Fangs, slithers off of her arm and becomes a spectral snake that passes through enemies, damaging and applying Madame's Mark to all enemies hit. Subsequent hits from Madame Fangs deal 15% of the initial damage. Enemies with Madame's Mark take additional damage anytime Maman Brigitte damages them. This bonus damage does not trigger Item effects. Soul Spikes and Item effects do not trigger Madame's Mark.
Ability Type: Projectile, Damage, Debuff
Madame Fangs Initial Damage: 50 / 75 / 100 / 125 / 150 (+40% of your Magical Power)
Madame's Mark Damage: 5 (+5% of your Magical Power)
Madame's Mark Duration: 5s
Range: 60
Cost: 55
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Spirit Seize
Maman Brigitte shrouds herself in ghostly energy as she dashes forward, passing through player made walls and damaging enemies. If she hits an enemy god she possesses them, traveling with them and dealing damage every 0.5s for up to 2s. Maman Brigitte can leave her target early by dashing or canceling to step out. If she remains for the full duration, she will dash out as time expires.
Ability Type: Dash, Damage
Initial Hit Damage: 60 / 90 / 120 / 150 / 180 (+15% of your Magical Power)
Possession Tick Damage: 20 / 25 / 30 / 35 / 40 (+10% of your Magical Power)
Range: 40
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 16s
Explosion of Souls
Maman Brigitte gains Crows Control immunity and gathers a large orb of spiritual energy that she throws at the target location. The orb's size is determined by the amount of Soul Orbs that Maman Brigitte has collected through Soul Spikes. Enemies hit are damaged, knocked up, and receive Madame's Mark for 5s. Maman Brigitte loses all Soul Orbs after using Explosion of Souls.
Ability Type: Circle, Damage, Knockup
Damage: 160 / 210 / 260 / 310 / 360 (+85% of your Magical Power)
Radius: 16.5 / 18 / 19.5 / 21 / 22.5 / 24
Range: 45
Cost: 100
Cooldown: 90s
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- Firstly, take the skill leveling order seriously. I think you probably just lined it up like that because you were just filling something in. If you actually level it like that, then you 100% shouldn't level it like that. This needs to be fixed.
- This is a minor comment, but I don't consider this a "full guide" at this point. You have a single block of text (suggest breaking it up, making multiple paragraphs for easier reading). There also isn't enough information. You talk about some basic gameplay strategy and a couple sentences on ability tips, a standard combo w/ ult, but that's about it.
- You don't indicate mode. That's important to understand where the build will see the most success, or what each build is designed for. You don't use any starters (note you have some in alternates, but they should be standard). Why? In almost every mode, starter items are incredibly helpful (and almost required e.g. Conquest, Arena perhaps the least).
- You don't indicate role. In most cases
Maman Brigitte is a magical assassin intended for high damage, and in Conquest as the jungler. Again understanding intent of the build is helpful.
- In terms of threats, you indicate max threat as being "anyone with high damage, and a stun can easily kill you." You used
Arachne as an example. Just in general thought process, you've got your own stun that can technically be initiated quickly, while (again using Arachne as an example since you did) Arachne needs 3 basics to activate hers. You also have a potential temporary escape, possessing the enemy and not being targetable...so you could burn the majority of her
Cocoon's duration just with your stun and
Spirit Seize. It then becomes a question of who has better overall damage output, who has higher starting health, maybe skill in hitting abilities (less so for Arachne), and who might be ahead in levels etc., not to mention teamfight / outside influence. So sure, anyone that has high damage is a threat, but identifying it in that way is just, I don't know that it's even worth stating.
- Your main example build, besides not having a starter, is no offense a bit awful. You've invested so much into lifesteal items (5 of them!!!) that any anti-heal from the enemy team is going to decrease the value and effectiveness of all of those items by a decent amount. You're also limiting your build diversity, where you could get more pen, more utility, etc.
- For your alternate build, it's a more complete basic attack build. You should probably get rid of Deso there. I don't know that Bancroft's is that great for her either, though I get the appeal of the Nimble glyph. But I'd get Typhon's instead.
- You could get anti-heal (
Divine Ruin) but it's not listed as an optional item (significant oversight there).
- You've got some weird protection items here. If you're going with an off-meta tank build, I can see (besides a tank starter) an interesting build using Thebes and other things, but you shouldn't be building Thebes or many of those other items in what would otherwise be a damage build for a mode like Conquest. You do realize Thebes stacks off of minion / god assists, right?
Bluestone Brooch is physical only. Maman can't use this...
- A more dedicated ability build would also be good to see. You don't have to go with a partial basic attack build, so having an ability build suggestion would be nice.
IMO, a lot of work to be done on this. Hope these comments help.It's also a sort of hybrid build, and I'm not sure it's most effective that way. There are jungle builds where you might go with a basic attack build (e.g. Eye of the Jungle, Telk, Cyclopean, Typhon's, Poly + one more item), but you're not invested quite enough in that build to make it work optimally.
FYI I hit the publish button so my 2nd comment makes more sense.
First 5 levels should probably be 1, 2, 3, 1, 4 or 1, 3, 2, 1, 4. Then your priority for maxing is probably 1 > 2 > 4 > 3 though maybe you might want to prioritize the 3 before the 4.
My other comments still generally stand.