This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Tap each threat level to view Artemis’s threats
Pros
- VERY high damage in the mid game which can give your team a considerable advantage.
- Trapping someone with clear line of sight is almost a for sure kill if they have no physical defense or are a guardian.
- Minions? What minions?
Cons
- Low movement speed without using Vengeful Assault
- High mobility gods, and pulls can be difficult to escape from.
- Expensive build making you have to play very cautiously at the start since others with be buying cheaper gear right away.
If you notice there are no boots and that's by choice. Use your buff skill and heavenly wings if you need to move fast Artemis really doesn't need movement buffs if you lay your traps right and dont constantly pop your buff for situations when you really need it. In arena and siege you dont need the movement as siege monster do portals and arena is small.
First thing u need is the starter and the basic bow, work your way up to Odysseus Bow but if u have to go back to fountain dont be shy about grabbing the basic gauntlets for the lifesteal, staying in the fight is more important then kills. Once you have odysseys & bloodforge your ready to start your murder sprees. If you avoid the boots your damage will be way higher and by the time you get both your buff will cover the missing atk/movement speed. Next is the Deathbringer which really is all you need crit wise but I put on malice too and it's great for killing the ones that think they slipped away.
Lastly theres a free slot (if you havent wussed out and bought boot) This is for playing against your enemy either use it defense (not preferably) or to counter the enemies heavy. If one has massive amount of health Quin Sais, if they put on phys defence either Executioner for more faster shots for nimble enemies or titans bane if your accuracy has been good throughout the game. the poisoned star is purely situational since ur crits already through the roof, you can swap it for malice too if needed, I had to use the P.S. and Hide of nemian lion to stop few nemesis and bellona from beating me down so quickly once they are on top me and slow em down when they try to run.
Just keep doing volley pokes and laying traps once they land in a trap pop ur buff and unload the enemy will likely died in 3-5 hits without health or defense buffs. Work with your allies you dont need to kill everything (that happens naturally) even if you cant get the kill your dps is insane for lvls 5-15 and if you can't make a lead happen there then it's likely you were already outplayed. Do not show fear if a warrior or assassin rushes you stand your ground and when they realize they screwed up, let them walk into the trap you threw behind them when they rushed u and finish them off.
Lastly ALWAYS take the heavenly wings and upgrade at some point between the deathbringer and bloodforge. The heavenly Wings upgrade might as well be a 2nd ultimate for artemis in this build.
This new starter item take alot of the item grind outta artemis it's amazing for hunter but especially for artemis IMO who kit relies on crits and attack speed.
Anyways having alot of success with her. Last season artemis wasnt my best but this season, it's hard to not just instantly lock her in for me now.
Note: this build worked in conquest too but i had to grab boots right after bloodforge to keep up with the junglers. It's my new core build but Siege and Arena are where it shines
Your main focus is to provide covering fire and back your assassin & warrior and help them finish off who their target is quickly. While you can move foreward for some quick damage if someone is snared in one of your traps your gonna want to play close to either your guardian or warrior.
Warriors - can have trouble closing the gap on rangede targets in arena especially if they are running two archers/one mage or two mages/one archer forcing them to heavily build into defense instead of damage. If they can be your shield you can be their sword quite effectively. While they are dealing with the warrior you have to be successful in landing your abilities before they die and the focus is switched entirely on you.
Assassin - have penetration and the speed that your lacking in this build. Let them focus on the high defense targets and help them focus them down when you can. Dont sit so far back your not gonna be able to help your assassin when they need you.
Guardians - stay close to them, most guardians have pulls/stuns and if you get dived they are gonna main reason you live and your gonna be the main reason your team got any kills out of the engagement.
Mages - Not much to say likely they'll be right by your side hiding i the backline throwing out pokes and CC damage. Keep an eye on them and they'll keep an eye on you. If you lose track of the enemy assassin and they not trying to harvest your skull for a new cereal bowl, more then likely your mage is about to be attack. Dont wander so far off you two can support eachother to avoid being easy picks.
Hunters - If you have another Hunter on your team more then likely they be running the staple archer build (Boots, executioner, wind demon, deathbringer, etc.) and be a speed/rapid fire archer thats shreds tanky gods little better then you do. If they start focusing a tank you focus the tank with them, if they get dived you should be trying to pick off their assailants. When an enemy runs away dont chase them trying to squeeze a kill out let them chase and cover their back.
Your not gonna win this battle alone, EVERY build has strengths and weaknesses, and the person that tells you "my build can handle anything" is talking out their arse and shouldn't be taken seriously. You have to know how to play to your strengths and weaknesses of your allies and vice versa, when you have to retreat they have to know your gonna be easy prey for Arachne or Nemesis who can close the gap between them and a fleeing enemy quite rapidly and force you to fight your way out vs running as fast as you can which isnt very fast.
This build is not for the player who just started playing Artemis, it's requires a very high skill cap especially being able to use her trap properly. Most artemis player's just toss them out randomly and hope someone steps in it, but you really need to time the traps so they stop an enemy trying to kill you an ally in their tracks and it's always a good idea to have one nearby you so if you get dived you can bait them into it and create some space.
It's a VERY drastic change in pace from the typical hunter/Artemis build, that doesnt really on arrow spam to get the job done. think like Neith (who i also play) that rewards higher accuracy vs arrow spam. If your not very accurate with your bow your not gonna get much done, but the shots you land will be inflicting some major damage the enemy has to respect.
And though i highly emphasize not using the boots, if you see 3+ "extreme" or "major" threats in you match, probably dont run this build cause theyre that high of a threat for good reason, they cause low mobility characters/counter artemis kit very well and should be treated like the threat they are.
Give it a few runs and maybe play with a friend who knows that your gonna need some extra babysitting at the start of a match till you get enough gold for the bloodforge.
Like I say, not for everyone, but if your have little success with the regular artemis builds that rely on arrow spam maybe this will do you better, or you just want to try some something new. Your a hunter, hunters are patient and dont charge their prey, they wait for their prey to be off guard and fall into a favorable position for a clear shot.
If i wasnt having above average success with it, i wouldnt have taken so many hours to type all this information out. What works for me might not work for you and what works for you is just fine by me. I have my style you have yours, but this is definitely worth a try if your a die-hard artemis player who knows how to use her kit in combat.
"You know what you feel when you shoot a helpless target from a mile away... recoil."
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
It's not suitable for beginners or experienced Artemis players, full stop.
If you think Heavenly Wings is an acceptable replacement for boots, you need to stop playing Smite for a while and just educate yourself about the game in general, watch experienced players, consider coaching etc...
SMITEFIRE is (used to be) a website for sharing unique builds and strategies for Gods. Maybe some people dont like want to run the staple archer build or other builds dont work well for them in-game but they want to play Artemis. This build is another option for out of the box thinking that may work better for them.
Just because it's not popular doesnt mean it's a bad build, and for 9 people who voted it DID help them. There's no reason to take it down if it's helpful to even a handful of people. If everyone used the same one-trick build this game wouldnt be as fun or diversified as it is.
PS. This does need to be updated since the time it was made items have changed and I am working on new items/builds with her to replace, but for the most part it's still what I used in arena and siege for a "stand your ground" approach. Not to mention this guide did win me a "grim reaper" thanatos skin from the site. If stuff from the previous seasons can stay up for view, surely a guide that placed in a contest deserves to stay for others to look over and try.
Multiple comments here.
1. You have a point, and although we are looking to provide visitors with quality builds and as little misdirection as possible, sometimes we can be a bit strict.
2. That said, it doesn't matter if it's Conquest or Arena, at least in my opinion...MS remains an extremely powerful stat (pros consider it OP), and you can absolutely get away from a diving enemy with the right ability use and perhaps a bit of luck (dropping your 1 at your feet, slowing with 3, a boost of MS with 2, and the stun from the ult are all potentially functional to help create space). You decrease that chance significantly if you don't get MS. I personally consider any build without reasonable MS to be on the weaker side.
3. In the end on archive status, I am okay keeping it published, even though this has no MS, because you took time to explain the strategy, which is way more than we can say for most questionable builds. I'll let the votes do the talking. FYI on partial reason for the archive, it's partially the build considered to have major flaws due to multiple comments below, and also that you hadn't been logged in in months to further any discussion.
4. Just to clarify, this build/guide didn't win the Thanatos skin for being a build winner. It was a "participation" award that you won for any of voting, commenting, or submitting a build/guide.
5. Also to clarify, this build is showing 10 votes, and your bar is less than half full. This means most voters likely downvoted.
6. Here's some build talk, although you do acknowledge you need to update the build.
You have many other options if you want high AS AND power (sometimes + pen as well). Suggest Ichaival if you want to go that route. It's gotten a major buff for S6 (since this build was last updated in S5), so take a look at that. Also check out Asi, which got a buff as well.
The above stat line doesn't scream "effective" but this line is also unlikely to be up to date. Perhaps things have changed.
Here would be a non-boots crit build I might suggest, incorporating all of the necessary items while still giving a concept of "standing your ground."
In arena you need to play by your allies for the most part and usually your guardians/warriors/assassins are taking the main beat and mages and hunters are usually safe for the most part depending on what gods are in play. Movement speed really just feels like a huge waste on Artemis in such a closed environment. While you may need it to retreat from a lost teamfight I found it more beneficial to get attack speed and damage early on and keep the losing fights from happening. The movement speed from her buff is more then enough to backpeddle or chase a target and having upgraded Heavenly Wings lets you add to the buff and give you more then enough speed to shoot and chase down a weak target you may want to pursue without the need of boots. The main reason you dont secure a kill with Artemis this way is because one of their guardians saw what you were up to and got in the way or some other threat started coming at you and you needed to change your focus. A little more movement speed usually wouldnt get around that.
However this is "Season 5" we are talking about. It's "Season 6" now and besides new gods there and lots of items changes too, even the arena has been spruced up to look a little nicer (though corrupted arena was best IMO). Anyone who's using a build copied from the site should be paying attention to the season it was used. Im pretty sure if I tried to use a Season 4 build in Season 5 I'd be struggling too.
That said SMITEFIRE does have those season 1-4 builds on here. Alot of them with no votes at all. At least my guide was in depth and specific enough to where even if people disagreed with my tactics there was still people who tried it and/or learned something from it and did like it. That's more then enough reason to keep it open for the public eyes to look upon. You can only make the same guide so many times each season and I've had to look at other people's homework recently too for artemis builds when I first started playing again this season not gonna lie about that a year long break will do that to ya.
While I wont be changing this guide "here" I am probably going to a season 6 version if my in game build looks different from the others and I'm getting wins and performing well. How many times has a god's meta build changed in a season or what people thought was garbage changed the meta? While I'm not making claims my guide(s) will do that what works for one player might not work everyone else and important to keep these ideas and playstyles open for others to see and bounce ideas off of. A few of the comments below even changed this guide for me in season 5 and I made edits to while it was relevant. You dont get wins without loses and I found most of my losses came from using Meta builds and I had to make a playstyle of my own. Once I found one I shared it here for others to try in season 5 and working on expanding it now for season with the new gear. Not gonna make a whole new guide without putting the testing in though.
This build has already been downvoted, and being very clearly for Arena, I made a situational call since the creator explained the situation. I will continue to make case-by-case decisions.
on here to show this was made in Season 5, I can see how it would be misleading for people coming in looking for a season 6 build. If anything though it can still serve as reference material for people constructing their own guides and threat levels of other gods vs artemis and give people ideas for maybe trying something new on their own.
In arena there are lots of things that can work well even if they don't fit what are considered typical or meta build. it seems like more and more I am finding that though some of the stuff in other modes can work, there is just as much that doesn't seem to and tinkering I can usually find stuff that fits in arena just fine. talking gods in general and not just artemis(who i'm not too good wit lol)
BF can be great on Art, but I would just not suggest it early. The power is nice, but again, in this build concept of yours, you severely lack pen, which is hurting your damage potential. Besides, as you say, it's pretty expensive. I'd delay lifesteal until late in most cases because the base is close (less close, figuratively speaking, without MS though).
Trying to find a good mix of raw physical power and lifesteal and still sneak a crit item in. I know penetration is great on archers and just about anyone but in arena there plenty of ways to be useful without it. I'm really trying to avoid the executioner for the most part. It feels like a waste for the way I play. Trying to keep the basic attack damage as high as I can.
Also on the no movement speed boots provide really decent stats for the 1500 gold. Honestly the movement speed is just a bonus. Also it can help you dodge stuff too and helps you "reinforce" you allies quicker than without.
Also it doesn't require you to get sprint which you can use on more useful relics.
Non-crit: Warrior Tabi, Ichaival (next patch), Asi, The Executioner, Qin's Sais, Titan's Bane/ Odysseus' Bow.
If you have a suggestion for a change to the vote display, make a thread in the support forum with your idea (or present your issues with the current system) and we can discuss it there. I don't want to clog up DangerousRival's guide comments with this subject.
That said, author DID put a lot of effort into this build, AND did respond to some comments, so it's not exactly troll. It does have 2 crit items (not just 1), and at least has the option for the core pen item (Exe)...though of course it should be core.
I'll archive this, unless Wayne feels it's not warranted.
Odysseus' Bow is most definitely a good item for Artemis but I see it more as a comfort pick. It isn't mandatory. In fact with O'bow and her Vengeful Assault you're very likely to overcap AS.
Boots seem to have lost their popularity in S5, as seemingly more and more people run without it. I still consider either Ninja Tabi or Warrior Tabi as a core item though. Lack of true escape makes movement speed all the more valuable on her. And they provide other nice bonuses, too. I'd go Ninja Tabi early game, switch to Warrior Tabi late.
Penetration is lacking. The crits won't do $#!t with this build. Especially since DB saw some nerfs compared to S4, and even there penetration was a must-have. Any tank that stands between you and other enemies will feel like a brick wall you're shooting at with a NERF gun. Seriously. Either Titan's Bane or The Executioner. Seeing as he likes Odysseus' Bow and Malice, Titan's Bane would be his go-to. Personally I would get The Executioner, and leave Odysseus' Bow out.
Malice is bad on Artemis. It's just a big no. Transgressor's Fate is a utility tool. It has a DoT but it's laughable. Vengeful Assault doesn't do any damage, Suppress The Insolent is probably the only real ability that Malice's passive would work with but I consider that not worth it. Add to that that Suppress The Insolent doesn't do much damage to begin with. Calydonian Boar has good damage, but it's your ultimate. It's going to be on cooldown or not be used more often than not, and it serves far better as a utility tool rather than damage. Also considering the lack of movement speed would make Calydonian Boar more of a make-shift escape ability more than anything.
Qin's Sais is an okay item, but penetration + crit serves Artemis much better in every way.
Hide of the Nemean Lion is something I wouldn't consider viable, to be honest. Yeah it does return damage which can scare enemies off, but Artemis simply doesn't have the sustain to make much use of it. You'd probably be dead before the item even served you in any useful way.
All the other items seem good to me personally, depending on your enemy team picks.
Personally, I would not use nor recommend this build to anyone, except memers, but you can give them everything so long as it's weird. My go-to build would be Ninja Tabi, Rage, The Executioner as "core", in no particular order. That leaves 3 open slots for whatever. Some defenses, lifesteal, another crit item like Deathbringer or Poisoned Star and whatnot.
As you say the ultimate is more of utility, I keep it purely to escape and secure final blows on enemies i know will run soon, or to save allies potentially (worked very well to save our Ares my last match who would yolo when things got rough...) Hide of the nemian lion provide the mosts phys defs for your buck and it's a good deterrent so half hp heroes wont try and chase me since they know they be taking return damage on top of the arrows.
the main problems is high mobility characters even though I did a match where the threat levels i posted were in the even-tiny range their kits were all geared towards speed so i knew it was a bad idea and, took the standard archer arrow spam, mostly because i knew accuracy would be a big issue with so many mobile targets but my kills count definitely suffered for it but i was able to help assist better. Theres a time and place for this to work properly and it's alot of fun when the conditions are right.
i still think Rage is overkill in the crit department though. alot of assassins and hunter need rage so i can see why people flock to it, but it'd rather have any other crit item then rage on Artemis.
In general to win arena you want to knock out as many of the enemy as you can as quickly as you can. Focusing guardians and high hp meatshield does not accomplish this, which is why i dont focus on the ones running high defence build, i let our warriors and assassins do that that job while i pick off the squishy and supports, the sooner you turn the fight into a 4 vs 5 the sooner you make it a 3 vs 5 and so on. Most people think picks arnt important in arena but if you can focus a one or two enemies and keep them out of the fight consistently they will earn less gold and be much weaker come end game where by then you have the last item slot (and the starter item you can sell for space which i realise i didnt point out now) for the endgame where you can get some penetration or quin sais and mop up the last problematic tanky players your warrior and assassin have been fighting mainly.
And this is what I find confusing. Higher MS allows you to get set up better. With no MS, you'll likely be in contact with tanks first, but you have 0 pen/protection reduction. What players are you playing with/against?
I can kick *** too if I'm against low skill players...but unless I'm surrounding myself with high skill teammates that protect me extremely well, or always facing low skill (maybe account is lower level so still getting paired with lower level players?), then you can't escape the fact that there are things in the build that prevent you from dealing optimal damage, and the strategy relies too much on enemies being, frankly, stupid and not focusing you like they should.
It's fair for you to say that I haven't tried the build for myself...but I've also played the game long enough that I know inherently how certain things should turn out given a build and strategy. Again, I don't deny that you should be able to deal decent damage...but damn if I'd expect to get an equal amount of deaths. A 12 kill 10 death game isn't a good game. I'd consider a 3 kill 0 death game significantly better, personally.
You basically want to give people the mindset "if you attack me, I'm not gonna run, and your gonna die." And as a hunter it's not your job to initiate combat, thats up to your guardian/warrior/assassin and once the fight breakout you literally on aveage only have to walk forward 5 paces in most and your in the thick of the action with multiple target open for choosing. If they run past 3 of your allies to target you or your mage first most likely whoever tried that is dead if they went alone.
Tanks are very killable but no where near top of the list of targets.
Your main role is to picks and thin the numbers once the fighting starts. typically in one on once fights you'll have the upperhand but as with this build there are ways to other people can build that can counter your style.
If your gonna try this build I highly recommend you have 1 player/friend that knows your not a speed a speed artemis and you'll need some babysitting from a guardian or warrior till your bloodforge is done. Once you have that though your problems become much less cause anything that attacks is gonna filled with cannon-sized holes if they cant tank the damage well.
Your assassin typically has alot of speed of penetration, for those tanky people, you can work well by covering them while they flank. Arena is not a one person show. EVERY build has strengths and weaknesses and this is no exception. They need to protect you as much as you need to protect them. This build is mainly arena is siege because in modes like clash, or joust not having mobility will get you killed where in arena its almost entirely team-fight focused and in siege your main concern is dealing with siege weaponry and guarding your own. Conquest, no you need boots.
It's not gonna be for everyone, and if your messing up your boar/traps alot your gonna get stabbed repeatedly for your mistakes till you figure out how to survive without running away anytime someone gets in knife range. Alot of this is standing your ground and making it a bad idea to try and take it from you. When it comes to glass cannons you'll be queen maybe only surpassed by one-shot builds, which will force you into defensive items.
You are basically saying that you become the bait for the enemy team. You are just trading kills at this point. Even if you have damage too, CC is a thing and will always be a thing. And you cant have beads everytime.
In an Arena setting, yes you have a team but THEY also have a team. They see an Artemis without boots or any movement, and thats an easy option to go towards. Especially in my level of play. Its no question who they should go towards. AoE CC combos on your team to pin you all down, then focus damage on the Artemis. Its simple and effective.
In Siege, there are ganking options for their team to get the jump on you. Even with wards, without the movement speed they can easily catch up to you with their own MS.
Artemis is incredibly vulnerable without MS, in all levels of play, it just depends on the players to take a hint.
"if you attack me, I'm not gonna run, and your[sic] gonna die." Even with boots, you can box other gods, boots just give you the ability to quickly engage in a fight (and lets you juke attacks better). Sure the arena is smaller than other modes, but you still want the ability to engage and disengage as necessary. If your team is fighting near the enemy's team portal, the battle may be over by the time you get there if you're starting from your portal. I see no clear advantages to not having Warrior Tabi at least during the first few minutes of the match. Artemis is squishy and no matter how careful you might be, you can still be ganked by an enemy assassin. Personally I'd rather have those boots for when the enemy Loki thinks I'm an attractive target or if my front line crumbles and I have to get the hell out of Dodge quickly.
Also, Hide of the Nemean Lion is terrible on hunters. If you really need a defensive option, either go with Mantle of Discord or Magi's Cloak depending upon the type of pressure you're getting.
This is the build that works more often then not for me and no one else has a guide like it so i wrote it down to share with you all to maybe try yourselves. If you don't like it dont use, simple as that use one of the other Artemis builds that are one here that are 90% identical to to one another, i know i do when i now running this is bad idea. But for a change in pace or for the artemis player struggling maybe this build is better suited for them as it is for me, rewarding accuracy over arrow spam.
Though i agree that hunters blessing has no place in a late game build.
Fixing your arena/siege builds: Warrior Tabi, Asi, Rage, The Executioner, Wind Demon, Poisoned Star. (Can sell Asi lategame for Bloodforge).
Alternative build (non-crit): Warrior Tabi, The Executioner, Qin's Sais, Titan's Bane, Bloodforge, Odysseus' Bow.
curious.
Your first build doesnt even have odysseus which is a TERRIBLE move not take on Artemis that item mights as well be mandatory for her in any build, and your 2nd build has it at the end which has almost no point on being purchased then.
I have a strong feeling you dont actually play artemis alot much cause Rage is a waste on her unless its the ONLY crit item your using since her passive is crit increase.
(Also, Kriega, I'd argue that for Art, I'd just always go crit...she and Jing are the two that I'd almost never build Qin's over crit, but maybe that's me looking to be efficient and utilize the crit function from her passive)
Anyway, I agree with Kriega that Malice isn't the greatest crit item for her. Depending on the rest of your item choices, well... Deathbringer is core, but as for the other item, it would either be Rage or Wind Demon.
I can also agree on a modification of his crit build suggestion...go 3x crit, with both Poisoned Star and Wind Demon along with Deathbringer to get a unique, high crit chance build with you making up for the lack of movement speed by slowing enemies with Poisoned while speeding yourself up with WD.
Honestly, if I were to see you building Art without any MS, I'd tell the team to jump you. No way you'd live very long unless you had your ult AND Heavenly Wings up. Your other major lacking in the build is penetration. Yes, you can deal pretty good damage because you've got crit and generally good power...but I don't think you realize just how much you're handicapping your potential DPS by not getting either Titan's Bane or The Executioner earlier. Sure, you have them as options (only as last item?!?, and are you saying that you keep Hunter's Blessing as a main item...really???), but that should be CORE, not an option.
You do address that your build is expensive. You get 3 items in a row (after your main 1st item, O-Bow) that are 2,800-3,000 gold. That's a terrible power curve, even for a quicker match like Arena. If you're fed like crazy, then sure, it'll help...but otherwise, you're going to be behind enemy builds overall.
You really need to replace Hunter's Blessing...that's a starter item, and although it does provide great stats for the price, it is no replacement for a good, full T3 item. You'll increase your DPS just getting The Crusher, for example, and that's not necessarily the best item for her.
Commenting also on your last 2 paragraphs in the comment above...
Odysseus' Bow as a first main item is...okay...but it's not great. Key point of note would be covered in this forum post. Balancing power and attack speed properly is important in maximizing your damage potential at any point of the game. Your first 2 items (starter + O-Bow) provide 0 actual power, though the passive of Hunter's is basically equivalent to 15-30 power on basic attacks only, and the same can be said of O-Bow's 30 damage (but only on every 4th hit). Note also that the passive benefits the more power you have...so, after finishing O-Bow, you have...0 power. This means...0 additional damage out of that passive. This is a reason why most people, when building O-Bow, get it later-game, once they've already built up some good power, and can get more out of that passive. The only other reason you might get it is as an off-meta option to help with early wave-clear, in a slower paced game like Siege (but not Conquest). You'd use that passive's extra damage to help with wave-clear...but although it works, it doesn't work that well, and you're still better off getting power over AS to start.
As for Rage being a waste on her? WHAT? Tell me you understand her passive. If you don't, here it is. She gets 0-15% crit chance out of the passive, building by 5% each time it doesn't proc, and resetting to 0 every time it does. Passive + evolved Rage + DB = 65-80% crit chance. That is NOT a waste, ESPECIALLY in combination with DB. I just don't understand why you would say it's a waste!
Another component of Rage's benefit is due to her steroid. Since Vengeful Assault gives her up to 80% AS at max rank, she needs less AS from items compared to other ADCs. Yes, Malice fits that mold as a crit item also, but although it has higher power, its actual benefit is in a decent reliance on abilities for damage, which isn't Art's main focus.
notice i actually stop putting skill points into vengeful assault at a point and actually buff the trap some because I've found at those levels I really dont need vengful to be maxed and its current bonus allows me to upgrade the trap which gets me more kills at that point. I dont need a machinegun bow and arrow because it literally only takes a handful of shots to get a kill.
the mindset is bait/set up an enemy into a trap, pop your buff, get the kill, and use the bloodforge shield to press the attack or back up. Your ultimate is a counter/stun not an initiate skill as many others use it, and the volley get poke damage/final blows.
I took a drastically different approach to artemis by not using mobilty aside from the buff/relic and it's paid off so well i made this guide (which actually won a grim reaper skin for thanatos)
Wind demon is a FANTASTIC item on Artemis, no doubt... but in this build, it's a huge waste besides the attack speed.
I recommend Poison Star over wind demon in this build because it's much more beneficial to you to slow them down to "your" pace and reduce the damage they put on you then to buff you non-existent mobility higher. Without boots or other speed items there's really no advantage to taking wind demon over Poison and its better to keep them from fleeing so one of your faster teammates can finish them off if you are unable.
Also let's see: 15% crit from art passive at max stacks, 40% crit from rage evolved, 20% from wind demon, 20% from poisoned star for a total of 95% crit chance (Crit caps at 100%) Don't see how it is a waste when it guarantees a crit for every basic attack. If anything the Wind demon or poisoned star can be replaced (20%), not rage (40%).
Again, Malice is bad on a AA focused hunter.
The point of boots is to actually have a decent early game and either chase kills or run away from enemies on low health. Only certain god's like Freya can skip boots due to the fact she picks up the magical ring items which have movement speed on them.
Artemis main strength is not the damage her abilities but the way she can control the flow of a battle and secure picks. Constantly putting poke damage on with lightning and volley and being able to engage multiple enemies at once with high rate of fire very other hunters can match without focusing solely on it.
Crit is something people either put too much into or not enough. Just by having the deathbring and her passive your already sitting 40% which is actually very high, almost half her shots will crit and she has alot of shots. Add in the fact its a deathbringer and you already have bloodforge your basic attacks pretty much kill anything they hit and deal splash damage to the ones you dont with the lightning. Rage doesnt provide that same kind of just a higher crit rate meaning you have to land more lesspowerful shots. Next is malice cause by now your physical damage is well over PAR for an typical artemis build making the DOT damage effective at killing those people who wait till last second to retreat. As said in the description (which you still havnt read) you can switch the Malice for poisoned star if you feel it would do better for you in the situation. theres no point getting wind demon in "this" build because this is not the high mobility build 95% of artemis run. This build is made to capitalize very specifically on her kit and her often neglected traps. most people just toss out traps randomly and just "hope" an enemy walks into them where as I actually study my enemies (see threats) and time it so its not sitting on map for 3 minutes and actually snares someone for a pick. If they try to outrun me the boar chases them and stun them for killing if thats not enough I can usually volley them for the last hit before they are out of ranged.
As for the crit why would you waste so much item space to get 95% crit, thats overkill and could be much better spent elsewhere. at 60-75% crit you have more then enough for any altercation especially if your running my setup where you raw damage is high and your only need 2 or 3 of those to actually be a crit for a fast kill on someone without physical defense.
The guides called "my skills are unmatched" not "my critical is stacked" I dont just play artemis as a off-pick she's in my top 3 and spent alot of time practicing how to use each of her skills effectively, not just spam them as the cooldowns come and hope something lands. not everyone can just pick her up and run this kinda build, just like not how all bellona players can play a glass cannon or reflect kit. takes practice and its very effective in my hands.
If we were talking about Skadi, or Izanami id agree on with your builds for needing alot of critical and attack speed, but artemis has abilites for that leaving her room for other options other players arnt used to dealing to with.
This may be an Arena and Siege setting, but that does not mean you dont need boots. How will you escape initiation along with them singling you out? All she has is a trap that unless people are not paying attention, will not step in unless they are directly chasing her, movement speed (which doesnt counter CC), and a small slow.
In higher levels of play, this build is most certainly a death wish.
Also don't know why would you get crit on Skadi like you suggested... She dosen't get crit.
If you find the 95% crit chance an overkill you could always replace the Wind Demon or Poisoned Star with Bloodforge.
She gets crit if I WANT her to get crit!!!
I mean Malice sounds decent on her, but if you want crit the only other good option on Skadi is Deathbringer, which combined with Malice is very expensive for what it provides, and crit is less worth it if you're attack speed is low.
inherit's
*doesn't
(I'm assuming this one is just a typo.)
*inherits
(For the love of Thoth, don't use apostrophes in verbs! The only exceptions are contractions such as "they'll" or "I've".)