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SMITEFire Community Guide to Artemis (ADC)

46 9 198,786
8.1
by Hades4u updated June 20, 2022

Smite God: Artemis

Build Guide Discussion 29 More Guides
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Artemis Build

Meta Crit Build

Notes Start: Gilded Arrow + [[Spiked Gauntlet] + potions.

This meta build takes a while to ramp up but is a late-game DPS powerhouse, providing high crit chance and good % pen. Envenomed Deathbringer provides strong synergy with her passive.

If preferred, you can choose Bloodforge over Devourer's Gauntlet.

Notes

Start: Gilded Arrow + [[Spiked Gauntlet] + potions.

This meta build takes a while to ramp up but is a late-game DPS powerhouse, providing high crit chance and good % pen. Envenomed Deathbringer provides strong synergy with her passive.

If preferred, you can choose Bloodforge over Devourer's Gauntlet.

Build Item Ornate Arrow Ornate Arrow
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Qin's Sais Qin's Sais
Build Item Silverbranch Bow Silverbranch Bow
Build Item Demon Blade Demon Blade
Build Item Envenomed Deathbringer Envenomed Deathbringer
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Cowl-Crit Build

Notes Start: Leather Cowl + Short Bow + 3x potions.

This build gets its lifesteal from a combination of Cowl and Atalanta's, with a lot of utility from situational movement speed boosts. It also gets good use out of Silverbranch's passive due to having 5 items with attack speed. Has good boxing potential from Ichaival.

Notes

Start: Leather Cowl + Short Bow + 3x potions.

This build gets its lifesteal from a combination of Cowl and Atalanta's, with a lot of utility from situational movement speed boosts. It also gets good use out of Silverbranch's passive due to having 5 items with attack speed. Has good boxing potential from Ichaival.

Build Item Hunter's Cowl Hunter's Cowl
Build Item Ichaival Ichaival
Build Item Atalanta's Bow Atalanta's Bow
Build Item Demon Blade Demon Blade
Build Item Silverbranch Bow Silverbranch Bow
Build Item Envenomed Deathbringer Envenomed Deathbringer
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Relic Choices

Notes Purification Beads is your standard 1st relic that counters crowd control; this is a core relic for squishy Gods.

Aegis Amulet is your 2nd relic to counter burst damage and situations when you're heavily focused. Useful to save some time for your team to help or to retreat in tough situations.

Blink Rune is a popular offensive relic option that you can consider if you're very confident in playing her, and are able to play aggressively. It is a great setup tool to drop your ult on an unsuspecting enemy or close the distance to secure a kill.

Notes

Purification Beads is your standard 1st relic that counters crowd control; this is a core relic for squishy Gods.

Aegis Amulet is your 2nd relic to counter burst damage and situations when you're heavily focused. Useful to save some time for your team to help or to retreat in tough situations.

Blink Rune is a popular offensive relic option that you can consider if you're very confident in playing her, and are able to play aggressively. It is a great setup tool to drop your ult on an unsuspecting enemy or close the distance to secure a kill.

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

Artemis's Skill Order

Transgressor's Fate

1 X Y
Transgressor's Fate
2 15 16 18 19

Vengeful Assault

2 A B
Vengeful Assault
4 8 11 12 14

Suppress The Insolent

3 B A
Suppress The Insolent
1 3 6 7 10

Calydonian Boar

4 Y X
Calydonian Boar
5 9 13 17 20
Transgressor's Fate
2 15 16 18 19

Transgressor's Fate

1 X
Artemis places a trap on the ground. Enemy gods coming within 5 units of her traps activate them, Rooting and Crippling the enemy god, preventing movement abilities and dealing damage every second for 3s.

Ability Type: Ground Target
Damage per Tick: 35 / 48 / 61 / 74 / 87 (+30% of your Physical Power)
Damage (Total): 105 / 144 / 183 / 222 / 261 (+90% of your Physical Power)
Root Duration: 2s
Max Traps: 4
Cost: 45
Cooldown: 14 / 13 / 12 / 11 / 10s
Vengeful Assault
4 8 11 12 14

Vengeful Assault

2 A
Artemis attacks at a furious pace, increasing her attack and movement speed significantly. Additionally, Artemis cleanses herself of slows and becomes immune to Slows for 0.6s when activated.

Ability Type: Buff
Attack Speed: 40 / 50 / 60 / 70 / 80%
Movement Speed: 25%
Duration: 3 / 3.5 / 4 / 4.5 / 5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Suppress The Insolent
1 3 6 7 10

Suppress The Insolent

3 B
Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged and are slowed.

Ability Type: Ground Target
Damage: 100 / 150 / 200 / 250 / 300 (+75% of your Physical Power)
Slow: 25%
Slow Duration: 2s
Radius: 15
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 8s
Calydonian Boar
5 9 13 17 20

Calydonian Boar

4 Y
Artemis summons the great Calydonian Boar on her enemies, doing damage to the nearest enemy god and Stunning them, and itself. The boar is immune until it hits the first god and then continues to charge other gods for its lifetime. Artemis is also immune to Crowd Control for 1.5s.

Ability Type: Area
Damage: 150 / 225 / 300 / 375 / 450 (100% of your Physical Power)
Stun: 1.1 / 1.2 / 1.3 / 1.4 / 1.5s
Boar Lifetime: 6s
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

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 the Goddess of the Hunt!

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!

Abilities

Passive - 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.

Ability 1 - 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.

Ability 2 - 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.

Ability 3 - 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.

Ultimate - Calydonian Boar
  • AKA “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 Priority

4
3
2
1

Typically you’ll put points into her ult ( Calydonian Boar) whenever it’s available. However, you can also choose to max out Suppress The Insolent first for the solid poke damage it provides.

As you level up, you’ll work on Vengeful Assault for the incredible attack and movement speed it provides (while also increasing the steroid’s duration).

Transgressor's Fate is not prioritized because its damage is unreliable, and leveling it doesn’t increase root/cripple duration. You do typically level this at level 2 over the 2 to provide yourself with bigger kill potential with the extended CC it provides when comboing with your Support's abilities.

Gameplay

Game Start

You'll typically start at the Damage (Red) buff camp. Help the mage clear it, then head to the Void (Purple) buff camp. Finish the camp w/ your Support, take the buff, and head to lane.


Early Game

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 an advantage, which can be used to poke and pressure 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 and higher use of potions, depleting the enemy of their sustain. This can then lead 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 out-clear your opponent, try to get some poke in on the enemy gods.

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.

Note that during this time, it can make it advantageous for the Jungler to rotate for a gank, if the enemy has pushed up near your tower, making their retreat a lengthy distance.

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.

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 nearby camps 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 camps on their side of the map after clearing minions, but you should only do so when they still have to deal with your wave and are pushed back near or under their tower.


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.

Conclusion

Thank you for reading this community guide to Artemis! If you'd like to contribute regularly to guides like this, just send Hades4u or Branmuffin17 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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Collapse All Comments

1
Kriega1 (143) | February 25, 2021 2:06pm
Add Berserker's Shield as an option for the crit build
1
Lucifer Black | July 21, 2022 9:46am
You can only build that as an assassin or warrior
2
Kriega1 (143) | July 21, 2022 12:40pm
Look at the date I made the comment. This was when hunters could still build berserkers.
1
Branmuffin17 (394) | February 25, 2021 2:28pm
Roger
-1
Navy365 | December 5, 2020 12:46pm
Another build that is also good:
-starter
-Devourers guantelet
-ninja tabi
-atalantas
-ichaival
-quin sais
-silverbranch bow
-odissey bow
situational: berserkers shield,asi.
1
S7evin424 (2) | December 9, 2020 6:22pm
Kinda similar to one I did, but I put it as experimental build cause it did not perform as well as her crit build or her beefy power and AS build. Art works well with crit because her passive adds extra damage on CC targets making her crits hit extra hard. Silverbranch with Ichy is still fun but there's more effective ways to utilize damage on her.
1
Kriega1 (143) | December 5, 2020 3:31pm
You know you should be buying ichaival 3rd if buying it at all, right?
1
Big Damage (37) | December 7, 2020 5:19am
Also definitely not on Artemis. It's better on gods like Hou Yi or Anhur who can actually make benefit from that power, whereas Artemis just needs to farm til she has a late game build.
Load more comments (3 more replies) →
1
Branmuffin17 (394) | December 5, 2020 1:45pm
There's a bit too much inefficiency in that one for my taste. By the time you get Ichaival, you're blasting past the AS cap when you use her steroid. Silver should be picked up much sooner if you want to get the benefit from it.
1
Devampi (105) | December 6, 2020 11:01am
I agree it's better to drop ichiaval and build one of the optional as 7th item
1
Branmuffin17 (394) | 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.
1
Big Damage (37) | 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.
1
Branmuffin17 (394) | 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.
1
boogiebass (46) | 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.
1
Kriega1 (143) | May 25, 2020 3:39am
Runeforged is not core on her. You can sell boots in a build for it on her at best.
Load more comments (1 more replies) →
1
Kriega1 (143) | 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.
1
boogiebass (46) | 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?
1
Kriega1 (143) | 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.
1
Branmuffin17 (394) | 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.
1
Kriega1 (143) | 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) →
1
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.
1
xmysterionz (71) | 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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League of Legends Build Guide Author Hades4u
SMITEFire Community Guide to Artemis (ADC)
Table of Contents

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