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SMITEFire Community Guide to Artemis

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Smite God: Artemis

Build Guide Discussion (16) More Guides
Critical Damage Builds
Critical Damage Builds Qin's Sais Build

Purchase Order

Starting Items Notes Buy as many of each potion type as you prefer.

Build Item Hunter's Blessing Hunter's Blessing
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Core Items Notes These are the core items that you should pick every time you build into critical damage.

Note that this is not a build order. Rage is your first crit item and is built fairly early to start stacking.

Atalanta's Bow is your main penetration item and also provides strong all-around stats.

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Rage Rage
Build Item Atalanta's Bow Atalanta's Bow

Situational Items (Offense)

Build Item Deathbringer Deathbringer
Build Item Wind Demon Wind Demon
Build Item Poisoned Star Poisoned Star
Build Item Shadowsteel Shuriken Shadowsteel Shuriken
Build Item Ichaival Ichaival
Build Item Bloodforge Bloodforge
Build Item Fail-Not Fail-Not
Build Item Asi Asi
Build Item Qin's Sais Qin's Sais

Situational Items (Defense) Notes Mantle of Discord and Magi's Cloak are the default full defense items to consider. Mantle provides high dual protections and a passive that can stun a diving enemy, while Magi's Cloak is helpful against high-CC enemies.

Berserker's Shield provides some physical protection, while offering strong basic attack stats.

Build Item Mantle of Discord Mantle of Discord
Build Item Magi's Cloak Magi's Cloak
Build Item Berserker's Shield Berserker's Shield

Relics Notes Purification Beads (anti-CC) and Aegis Amulet (anti-burst) are your go-to relics.

Heavenly Wings is an option if you don't see a need for both Beads and Aegis. The MS it provides is helpful for a god that doesn't have a mobility (dash, leap, teleport) ability. It should be upgraded to get use out of the "Haste" effect for better boxing and juking.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Heavenly Wings Heavenly Wings

Example Build w/ Rage (Replace Tabi Late) Notes This is a typical progression for a build using the crit build direction.

Replace Ninja Tabi late with Elixir of Speed and another item of your choice.

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ninja Tabi Ninja Tabi
Build Item Rage Rage
Build Item Wind Demon Wind Demon
Build Item Atalanta's Bow Atalanta's Bow
Build Item Deathbringer Deathbringer

Artemis's Skill Order

Transgressor's Fate

Transgressor's Fate

1 X
2 15 16 18 19
Vengeful Assault

Vengeful Assault

2 A
4 8 11 12 14
Suppress The Insolent

Suppress The Insolent

3 B
1 3 6 7 10
Calydonian Boar

Calydonian Boar

4 Y
5 9 13 17 20


Hey everyone, welcome to the SMITEFire Community guide to Artemis. In this guide, we'll be going over all the essential info you'll need to get started with Artemis.

This guide was written by community members like you! Thank you to the following SMITEFire members for contributing to this guide:

Please feel free to leave any comments or suggestions if you have feedback on the guide. Without further ado, let's get started!


Still Target
  • This is mostly a passive you don’t have to think about. If you’re lucky to be attacking a god under crowd control of any kind, you’ll deal more damage. This passive shouldn’t affect how you engage / attack enemies, of course.
  • She has 3 abilities that induce CC, and your teammates can apply it to your target, but you can also provide your own CC from basic attacks if you build Frostbound Hammer or Poisoned Star. (Note this isn’t an endorsement to actually build these items, but they are functional options.)
  • IF you build Frostbound Hammer, you can also consider adding Runeforged Hammer, as its passive is similar to Still Target, giving you additional bonus damage.

Transgressor's Fate
  • Offensive: As you engage an enemy, place one of these traps in an area you expect the enemy to be in momentarily, as it takes a second or so to activate. If you trap them, they’re an easy target to hit, and you’ll get the bonus damage from Still Target.
  • Offensive: If you’ve got an enemy on the run, place a trap ahead of their retreat in narrow jungle paths to deter them from escaping in that direction, use up a mobility ability to avoid it, or get trapped and likely die.
  • Defensive: If you’ve got an enemy draped all over you, place a trap at your feet as you run. It will likely snare them and give you an extra precious second or two to get away, or allow you to turn around and turn the tables on them.
  • Defensive / Preventative: In laning phases, place a trap at jungle entrances to make it more difficult for enemies to surprise you, force them to avoid it with abilities, or at least give you a second to prepare or retreat.
  • This ability is great to be used in combination with Calydonian Boar or hard CC provided by allies. As you can use the time the target is CCed to place a trap under them.

Vengeful Assault
  • This is your straightforward attack speed steroid, giving you a huge boost to your basic attack DPS. Use anytime you’re engaged with the enemy for enhanced damage potential.
  • Remember that it gives you a movement speed boost. If you want to be safe, you may consider saving the ability in case you need a means of escape. The same goes on the offensive side; if available, use to chase.
  • You can use this to help you clear the waves faster, however this is not recommended as overuse of this ability can quickly put you without mana, in addition to removing the only mobility boost you have.

Suppress the Insolent
  • This is your main waveclear and poke ability. Use liberally for both purposes as it has a relatively low cooldown, and the mana cost is reasonable.
  • Since this ability slows targets, use to slow retreating enemies, or use in the middle of boxing to apply her passive for the bonus damage.
  • Even though the hitbox is not that big, it can be used to punish and poke an enemy standing in and near the wave.

Calydonian Boar
  • “Tusky,” as this boar is affectionately called, is an incredible teamfight ult. Use in the middle of any teamfight to cause disruption and maximize its damage potential.
  • Don’t be afraid to use this defensively to shake an attempted gank, as the stun is incredibly helpful.
  • Since it’s an automatic stun, use it in the middle of boxing an enemy for disruption, especially if they’re channeling an extended duration ability (like Nike’s Barrier Formation, or Heimdallr’s The Gjallarhorn).
  • You can combo with this ability. Place a trap from transgressor’s fate immediately under an enemy stunned by Tusky for an assured root and extended CC.

Leveling Order

4 3 2 1

Typically you’ll put points into her ult whenever it’s available. However, you can also choose to max out her 3 first for the solid poke damage it provides. As you level up, you’ll work on her 2 for the incredible attack and movement speed it provides (while also increasing the steroid’s duration). The 1 is not prioritized because its damage is unreliable, and leveling it doesn’t increase root/cripple duration. You do level this on level 2 over the 2 to provide yourself with a bigger kill potential with the extended CC it provides comboed with your support.

Crit Builds (Starting / Core / Example Build)

Starting Items

Standard start when building into Devourer's Gauntlet. Typically you'll purchase 3x Healing Potions, and 1 of either Mana Potion or Multi Potion.

Core Items (Crits)

These items should almost always be built when going with a crit build. Crit build directions are the standard (meta) direction for Artemis.

Example Build (Rage Rush)

Standard Devourer's Gauntlet based build with crit items. 6th item and the replacement for Ninja Tabi late-game are situational.

Qin's Builds (Starting / Core / Example Build)

Starting Items

Standard start when building into Devourer's Gauntlet. Typically you'll purchase 3x Healing Potions, and 1 of either Mana Potion or Multi Potion.

Core Items (Qin's)

These are the core items that you should pick every time you choose a Qin's-based build.

Devourer's Gauntlet is a core item for power and health sustain.

Qin's Sais is the core DPS item and is exceptionally effective against high-health targets. Qin's is also a better direction against Geb, due to his passive Hard as Rock, and cannot be countered by items such as Spectral Armor.

Silverbranch Bow allows for added power when exceeding the AS cap.

Example Build

This build direction focuses on getting Qin's Sais online ASAP. Qin's builds want to maximize base AS, but with her steroid she can easily exceed the cap of 2.5. As such, the other key component of the build is Silverbranch Bow, which allows her to gain a significant power boost when she uses her steroid.

The rest of the build focuses on further boosting the AS stat along with % penetration. Odysseus' Bow gives her strong teamfight damage.

Replace Ninja Tabi late with Elixir of Speed and another item of your choice.

Situational Items

Situational Items (Offense)

Deathbringer is a solid crit item for Artemis and is typically built as either the 2nd or 3rd crit item. Although it doesn’t provide any attack speed, the enhanced crit damage greatly boosts her DPS. Since she has a very strong attack speed steroid, she can itemize into less AS items and still be very effective.

Alternative or additional option to Rage. Provides less crit chance but a significant boost in attack and move speed are helpful. The % pen is also appreciated.

Often partners with Wind Demon. It’s suggested to pick this up as a 3rd crit item since its stats are a bit weak, and the passive is unreliable when crit chance is low. Great to get an upper hand when boxing a specific enemy, and the slow makes it easier to connect on basics, while also assuring you get the bonus damage from your passive.

This is a late-game anti-heal option to counter enemy healing.

Can offer a giant box potential allied with a good amount of power.

Great as a 2nd lifesteal item in the late game, the high power helps DPS, while the passive’s shield gives Art a measure of survivability.

Power, extra crit chance on a boxing and huge CDR, useful for teamfights since your ult be available more often.

Power, flat pen, and insane lifesteal. Can be useful on those boxing fights where you need emergency sustain to stay alive.

High attack speed combines with a passive that chains damage to nearby enemies, giving Art strong teamfight presence to go along with her ult.

Situational Items (Utility / Defense)

In desperate situations where you need higher survivability, Mantle provides high dual protections, and can be a lifesaver against enemies that are diving you due to the passive stun potential.

Alternatively to Mantle, this item can be considered if the enemy team has high CC you're struggling with. The passive is like Purification Beads and can either save you when Beads is on cooldown, or allow you to save Beads for 2 effects.

Consider late-game to provide a bit of physical protection. It provides a strong boost to attack speed when you're at lower health.

Consider late-game to provide a bit of protection. It also has great power when at full health.


Standard anti-CC relic, and basically core for squishy gods like Artemis.

Standard anti-burst damage relic, and basically core for squishy gods like Artemis.

On the off-chance you find you don’t need Beads or Aegis, Wings is great for giving added mobility to a god like Artemis, who doesn’t have a true mobility ability. The upgrade is great to provide the Haste effect when she’s looking to burst down an enemy.


Early Game

When Duo-Laning, you will start the game by clearing and taking the Void (purple} buff with the help of your Support, and then proceed to the lane. By the time you reach the minions, they will already be fighting each other. Clearing this first wave is a race between you and the enemy, as whoever clears first will automatically gain pressure, which can be used to poke the enemy. Taking early damage can put people on the defensive and can mentally be the first step in dictating who will dominate the laning phase. It also can force the early use of potions, leading to an earlier first-back, which means even more pressure and a lead in farming XP and gold.

If you find yourself out-pressured, back off without taking too much poke while concentrating on clearing the wave. If you manage to outclear your opponent try to get some poke in on the enemy gods.

Although Suppress The Insolent is her main wave clear, it's also functional for easy poke, due to the range and low CD. You want to spam this ability as much as possible to force the enemy to use up their starting potions.

After 3 minions die from the second wave, you and your Support should reach level 2. The goal is usually to clear these 3 minions before your opponent does, as gaining your second ability before the enemy can allow for even more pressure. Keep an eye on the positioning of both Supports and the minions' health bars as they will dictate if and how a level 2 fight will happen:
  • Winning: you and your support hit lvl 2 first
  • Even: both teams hit level 2 at the same time
  • Losing: enemies hit level 2 first
You want to know your matchups and which abilities will be gained by your Support and the enemy ADC / Support. Some level 2 abilities won't be a large threat, while others (e.g. Sobek's Charge Prey or Ymir's Frost Breath) have stun/root/displacement actions that can put the other Duo under immense pressure and lead to an early kill.

In a situation where you win or go even in the level 2 race, and your abilities provide high pressure, you may plan to be aggressive. In this case, your Support will usually be positioned closer to the enemy, behind or next to your front melee minions. If you plan to be aggressive, the moment lvl 2 is reached, your Support will try to go in on the most vulnerable enemy god (though preferably the ADC) by CCing them. At this time, you want to switch targets from the minions to the enemy god. You want the Support to hit the opponent first to draw minion aggro. If your level 2 ability is a movement ability, be cautious about using it aggressively, as your main goal is to survive and gain pressure on your opponent.

In a case where you lose the level 2 race or your Duo's level 2 does not provide strong aggression, you and your Support will want to be positioned defensively, and may even want to fall back out of range behind the archer line. You will be the likely target of the enemy Support, so you need to determine proper positioning if you see them approaching you. If you feel safe enough, you can attempt to finish more minions to reach level 2, otherwise you’re better off backing off to not get CCed and severely poked by your opponents. During the retreat, you'll want to maintain proper range to prevent getting hit by CC, but this can also give you an opportunity to get in a few basic attacks on the enemy Support to dissuade them from continuing to pressure. Your Support may also try to help by drawing aggro, allowing you to do some damage on them and/or retreat. However, they will also not want to take much damage at this point, so don't rely on them to save you.

Artemis has weak early clear compared to most other ADCs, as her wave-clear will usually only hit 3 minions (unless they're all bunched up). Expect to lose the early pressure game.

She will be entirely reliant on the abilities of her Support in dictating how aggressive she can be before hitting level 5. Although she has easy poke, she doesn't have any true mobility, and her CC outside of Calydonian Boar is unreliable. You'll typically want to play into a stalemate, or allow minions to be pushed close to your tower. You need to play for the late-game, so focus as much as possible on farming rather than fighting.

Don’t forget to place traps in the nearby jungle entrances. Also, don’t forget wards; remember that you are not strong early and can be easily focused, so avoiding a gank is always better than fighting at this stage.

During the rest of the early game, your primary focus is to farm the waves and secure the Void and Alpha harpies between waves. Keep a close eye on the positioning of the Supports as fights may be initiated at any time. Also keep an eye on the minimap for possible ganks. In cases that you out-pressure your opponent, you can try and go in to steal their Void and Alpha harpies after clearing their minions, but you should only do so when they still have to deal with your wave and are pushed back near or under their towers.

Mid Game

During this phase, the Supports will have usually started to rotate into the Jungle and other lanes, allowing the ADC to farm more efficiently to gain levels and gold. You will find yourself 1v1 against the enemy ADC. Depending on matchups and how the early game went, you can be winning, drawing even, or losing lane. Identify your situation accurately and adjust your playstyle accordingly. Your main goal during this phase is to keep farming, but depending on the situation, you may attempt additional actions.

If you’ve been winning the lane, you can attempt to maintain pressure by outclearing the minion waves, and poking with basics and abilities when possible. If you know you’re safe, you can try pushing them back under their tower and forcing them to lose some farm, or damage them enough to force them to back. If you force them to back or you get a kill, you may consider going for the tower or the Gold Fury with teammates. Remember to ward the nearby Jungle to avoid getting ganked when you’re farther away from your tower.

If you’re at a stalemate, you can consider calling for a gank to tip the pressure in your favor, or if you’re not confident in fighting and the enemy has strong poke, focus mainly on continuing to farm.

If you’re losing your lane, and especially if you’re behind in levels, your safest bet is to continue farming as close to your tower as possible to avoid being caught out and ganked.

No matter which situation, be careful during this phase to keep up wards and proper map awareness to prevent being surprised by the enemy Jungler or Support, turning your 1v1 into a 1v2. Also keep an eye on the minimap to see if any fights in the nearby jungle break out; you may consider rotating to try and help your team out. Keep in mind that your main focus is still on farming, so make sure you can get some kills / assists out of it, and won’t die yourself, as this can make you lose your lead or push you even further behind.

As you build up your Vengeful Assault level, you can now box more effectively, especially in combination with your ult’s ability to disrupt the enemy. Since you don’t have a true mobility ability, try to bait abilities out of enemies before deciding to engage.

Your ultimate can easily disrupt the enemy team in a teamfight, so you may want to use it earlier in a fight rather than holding onto it. Remember though that your ult gives you CC immunity for a short time, you may also want to save it for that function if your Purification Beads are down.

Late Game

At this point in the game you will be mainly grouping with your team to secure objectives on the map. Sticking together is important in any teamfights.

During teamfighting you want to position yourself in the backline, behind your tankier teammates and at range of your opponents. Your goal during a teamfights is to dish out a lot of damage, and the way you do this is by staying alive as long as possible. To help achieve these goals you can remember the next 3 rules:
  • Focus the closest targets in range: During most teamfights your opponents frontliners will try to get into the backline to disrupt their damage or even kill them. The reason you want to focus on closer targets instead of the most damaging targets is that you will be severely out of position if you try to go for the damage dealers, as they often are in the enemy backline. Your goal is to try and be as safe as possible while doing damage, therefore it can be more beneficial to kite/backpedal that solo laner that is trying to kill you.

  • Focus the most threatening target: In cases where multiple enemies are trying to attack you, prioritize the enemy that is the highest threat for killing you. So if the Jungler and the Solo Laner are trying to kill you, you will want to try and kill the assassin first as they will kill you more quickly.

  • Focus the more easily killable target: If you have 2 targets of roughly equal threat, your best option is to focus on the one that is easier for you to kill, due to either lower health or low to no mobility.
After winning a teamfight (and hopefully killing multiple enemies), your main objectives will always be to focus on objectives. If you’re healthy enough, go after any nearby towers or phoenixes. If enough of your team is healthy and you know the enemy is either dead or is low health and has to retreat to heal, you should prioritize killing the Fire Giant. Be mindful of respawn timers and your health, and don’t overstay trying to push an objective.

Remember that, as an ADC, you typically have lifesteal from items like Devourer’s Gauntlet or Asi, and you can heal up quickly by attacking minion waves and jungle camps.

Request peeling. One of Artemis' problems is that she has no escape and without her ult, she can be easily focused and killed. Be extra careful when wandering too far from your team as this can make you an easy target to pick off.


Thank you for reading this community guide to Artemis! If you'd like to contribute regularly to guides like this, just send me a Private Message. Everyone who contributes to one of these Community Guides will be credited in the guide.

If you liked the guide, don't forget to vote and leave a comment with your thoughts! If you have any suggestions, criticism or other feedback, comments of all sorts are appreciated. Good luck in your Artemis games!

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Sort Comments By
Branmuffin17 (327) | February 25, 2020 8:45pm
FYI this guide's builds have been updated.

Kriega: FYI took Frost/Rune out of the options, and created a separate tab for a Qin's build.
Big damage (17) | May 24, 2020 6:46pm
I know I'm a few months late to this but Runeforged Hammer should definitely still be listed as an alternative or situational item at least, although personally I would consider it core I can see it not being as core for others.
Branmuffin17 (327) | May 25, 2020 12:10pm
I had also wanted to keep it as an optional item. People seem to flip-flop on this item as an option for her. I've added it back in. I agree with the others, not core, but very useful.
boogiebass (44) | May 25, 2020 3:47am
I think runeforged works better on AA cancel assassins/warriors.
For example, I built it once on Achilles with hydras lament. I was activating it off of his 1.

On Artemis case, I think there are honestly better, more core items. If your entire comp is a CC machine, then yes it can work well, but I'd recommend it only as a boots replacement.
Kriega1 (115) | May 25, 2020 3:39am
Runeforged is not core on her. You can sell boots in a build for it on her at best.
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Kriega1 (115) | May 15, 2020 3:35pm
You can keep Runeforged as a situational (sell boots maybe), in a Crit build with Poisoned Star (ninja > devos > Exe > Rage > Deathbringer > PS > Runeforged). Otherwise yeah no need for it.

Also Fail Not isnt good unless you're doing some troll off-meta crit build with Malice.
boogiebass (44) | May 15, 2020 3:29pm
Frost and runeforged are still talked about in the write up. Just being picky here, but if they're removed from the builds, why not remove them from the write up also?
Kriega1 (115) | January 31, 2020 4:37am
A few of these item options feel very wrong or strange.
Heavenly Wings,
Brawler's Beat Stick,
Frostbound Hammer (when Poisoned Star exists),
Runeforged Hammer,

Also please add Qin's Sais, Odysseus' Bow, Mantle of Discord, Magi's Cloak, Relic Dagger as options.

Probably make a separate section for "situational defense".

Oh and mention Multi pots as a alternative to mana pots for the starter.
Branmuffin17 (327) | January 31, 2020 12:34pm
I personally feel Heavenly is a very functional alternative Relic when you don't feel the need for both Beads and Aegis. The upgraded version providing Haste can be very nice, and with no mobility in her kit, the added MS can be helpful, especially if you already used your MS boost from the steroid and it's on CD.

With her poke from the 3, or in a teamfight with her ult, late game a BBS can easily apply to enemies. Yes, she's the ADC and should worry less about anti-heal, but if others DON'T pick it up, I still think this isn't that weird of an option.

Agree mostly on Poisoned over Frost, but keep in mind that Frost/Rune combo was actually used early in S6. Maybe it's best we don't suggest that route, but it's not honestly all that bad IMO.

Don't like adding Odysseus' Bow as an option. She'll have plenty of AS in the rest of her item options, and her steroid is super strong. Don't see the need for it.

Agreed on adding Mantle and Magi's. Don't agree on Relic. Why Relic?

*NOTE* I've edited the builds some and added some notes.
Kriega1 (115) | January 31, 2020 1:09pm
Branmuffin17 wrote:
I personally feel Heavenly is a very functional alternative Relic when you don't feel the need for both Beads and Aegis. The upgraded version providing Haste can be very nice, and with no mobility in her kit, the added MS can be helpful, especially if you already used your MS boost from the steroid and it's on CD.

Blink? Look even if you can get some functionaly out of Heavenly, how much benefit is a low level player going to get from it? (then again to counter that, how many of them will know when to aegis or beads on time lol).

Branmuffin17 wrote:
Don't like adding Odysseus' Bow as an option. She'll have plenty of AS in the rest of her item options, and her steroid is super strong. Don't see the need for it.

Teamfight damage with chain lightning procs (and will have instant shred when paired with Titan's), and can situationally be built to counter AS reduction. Or if you go bloodforge/titan's or defence in your build and you need extra AS.

Branmuffin17 wrote:
Agree mostly on Poisoned over Frost, but keep in mind that Frost/Rune combo was actually used early in S6. Maybe it's best we don't suggest that route, but it's not honestly all that bad IMO.

In Ranked or Pro play?

Branmuffin17 wrote:
With her poke from the 3, or in a teamfight with her ult, late game a BBS can easily apply to enemies. Yes, she's the ADC and should worry less about anti-heal, but if others DON'T pick it up, I still think this isn't that weird of an option.

There's toxic blade.
Load more comments (3 more replies) →
PsiGuard | January 31, 2020 12:19pm
We appreciate the feedback Kriega. We'll discuss your suggestions and see if we can come to a consensus and adjust the guide accordingly.
xmysterionz (61) | January 31, 2020 5:26am
I think we should trade Brawler's on Toxic Blade. The others feel very situational but not wrong. The defense category is a nice idea
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