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Tooth and Ice make a killer combo with this all-purpose build. Farm early game, dominate mid to late game and reap the rewards. I have done tremendously with this build since Skadi dropped and I have only grown to love it more. As previously stated, this build is well-balance, but accentuates what makes Skadi special. Enjoy the guide and feel free to leave a comment and a vote!
As we all know the right build is crucial to a successful game of Smite; these items will give you a leg up on the competition.
Ninja Tabi - Although skeptics may say boots are a wasteful starter item, I found them to be entirely helpful with Skadi, early game. A healthy balance of Physical Power and Attack Speed is certainly Skadi's bread and butter. However, the movement speed will be most useful as an aid to Kaldr in chasing down fleeing enemies and making hasty retreats (Kaldr moves at 110% Skadi's max speed).
Meditation - Relic - Sustain. Sustain. Sustain. If used strategically, Meditation will allow you to stay on the field and farm minions while your opponent makes costly trips to the well and back again.
Odysseus' Bow - The 40% attack speed boost will work wonders to help Skadi deal out damage at range to lethal affect. This item also has a passive that causes chain lightning on every fourth hit to your target and up to 4 nearby enemies. This is extremely useful for clearing minions and leveling quickly.
Frostbound Hammer - The first of your deity-slaying tools, Frostbound Hammer adds +25 Physical Power and +300 health. Balancing defense and power is easy with this build and you'll appreciate the extra beef and stopping power. However, the passive to this item is the key to its success. FB Hammer imbues your basic attack with the ability to slow enemies movement by 30% and Attack Speed by 15% for 1.25 seconds. Allowing Kaldr to run down low health enemies.
Sprint - Useful for getting out of hectic situations and avoiding death.
Runeforged Hammer - Again, another item that serves a variety of purposes. Along with its +30 Physical Power and +200 Health, RF Hammer deals 15% of your Physical Power to enemies as magical damage, and 30% damage to slowed, rooted, or crippled enemies (The basis of all Skadi's abilities).
Shifter's Shield- This is one of my favorite items in Smite because it adds +40 Physical Power, +20 Physical Protections,and +20 Magical Protections. By this point the steady build of Physical Power and Defensive Boosts will have made you close to unstoppable with the correct skill use. Shifter's Shield has a passive that adapts to the situation you are in with either Protections or Physical Power depending on your health.
Qin's Sais - A healthy boost to Physical Power and Attack Speed with a solid passive. This will accentuate Skadi and Kaldr's strength.
Skadi's skills and their success is dependent on solid teamwork with her faithful companion, Kaldr. Kaldr costs no mana to summon and acts as an extension of yourself. This is the primary reason why Rune of The Hunt is upgraded so quickly. By buffing Kaldr early, you will be able to build on Skadi's strengths and dominate the match.
Skill Use Order - General
To perform a lethal combo on an opponent(s), follow these steps.
1. (Rune of The Hunt) Summon Kaldr to attack the enemy god
2. (Piercing Cold) Cause massive damage, slow your enemy, and make them more vulnerable to Kaldr's attacks.
3. (Winter's Grip) Root Opponents if activated within target zone. By this point most enemies are weak or dead.
4. (Permafrost) Catch any fleeing opponents with this move to help you finish the fight.
Pros -
-Moderately High Physical Power
-Decent Attack Speed
-Cohesive Passives within build
-Multi-Purpose play any role
-Very Well-Balanced
-Lethal End Game
-Great at Ganking
-Chasing down fleeing Gods
Cons -
- Moderate Movement Speed
- Requires some patience and farming
- Decent Escapes at best
- Overall, She does not have many Cons
Thanks for checking out my guide and please leave a comment or vote if this build gave you some success! Rock on!
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Of which you will build 1 or 2 depending on situational building, allowing flexibility in counterbuilding. I explain when and why each item is suited to particular situations. Don't see how that is lazy.
Your build has 3 attack speed items standard, with no flexibility, and no alternate choices, because obviously you're going to be in perfect position at optimal range, against enemies that crack under any sort of pressure, with no defensive items, who will never flank or attack you, in every engagement. That's lazy. ;)
Assume as you will, and carry on soldier.
Meditation isn't an integral item for hunters. It's a crutch for hunters with poor resource management.
Funny you should say my guide is a cookie cutter attack speed build;
1. Cookie cutter builds this season are crit or unicorn. Mine is not close to being either of them.
2. Your build has far more attack speed than mine.
If you're not willing to Back up your boasting then I'll have to assume you lied.
Your understanding of how runeforged hammer works is completely wrong.
It's not 30% bonus damage to enemies who are slowed or rooted.
It's 30% of your physical power as bonus damage when you cast an ability on an enemy who is slowed or rooted
So your build, at its most powerful (with stonecutter instead of boots, and shifters' passive active) has 175 physical power, 30% of which is 52.5.
So, when you use an ability on an enemy who is slowed or rooted you will get a single tick of 52.5 bonus damage, which even against squishies will usually be mitigated to around 30 damage.
Now you've built frostbound so let's assume every ability gets the bonus. That's 30ish bonus damage on abilities with cooldowns longer than 10 seconds (Kaldr gets no bonus from runeforged). Practically nothing.
Read the description and you'll see it's only on melee attacks. Skadi uses ranged attacks, so receives no penetration from the passive.
So, like I said, no penetration.
Proof or it didn't happen.
At best it will give one single tick of around 30-40 damage (after mitigation) on slowed or rooted enemies, which is practically nothing.
Swap out runeforged for some penetration, which you have none of, and every single one of your attacks will be doing well more than 30 more damage, as they'll be ignoring enemies' protections.
Also with only 1 point in Piercing Cold until level 8, and no points in Permafrost until level 4, means your early wave clear is going to be very weak, so you'll likely get pushed under tower and outfarmed early on the game, allowing your lane opponent to pull ahead
Edit: also selling you boots for Stone Cutting Sword is a BAD idea. Leaving yourself with only 10% movement speed means you'll have no escape potential, no chase potential, poor footsies and weak rotations. Not to mention the speed decrease will also affect Kaldr, and he will no longer be running faster than any gods wearing boots.