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SMITEFire Community Guide to Neith (ADC / Mid-Lane)

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Smite God: Neith

Build Guide Discussion (7) More Guides

Purchase Order

Full Build Example (Ability Burst / Penetration) Notes This build provides high cooldown reduction, strong flat and % penetration for true ability-based function. It can be used in both the ADC and Mid-Lane roles.

If anti-heal is needed, switch The Crusher with Brawler’s Beat Stick.

Fail-Not can be considered in place of Jotunn's Wrath.

Atalanta's Bow can be considered in place of Titan's Bane if you want more basic attack function late-game.

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

Build Item Transcendence Transcendence
Build Item Warrior Tabi Warrior Tabi
Build Item The Crusher The Crusher
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Heartseeker Heartseeker
Build Item Titan's Bane Titan's Bane

Full Build Example (Hybrid / Critical Damage) Notes This build example provides max cooldown reduction and 30% penetration, with a strong base of attack speed. It allows Neith to follow up ability use with high DPS potential.

If preferred, Malice can be switched with another item; you can consider purchasing Deathbringer in its place.

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

Build Item Transcendence Transcendence
Build Item Ninja Tabi Ninja Tabi
Build Item Fail-Not Fail-Not
Build Item Atalanta's Bow Atalanta's Bow
Build Item Wind Demon Wind Demon
Build Item Malice Malice

Full Build Example (Basic Attack / Anti-Tank) Notes This basic attack-focused build provides high attack speed and penetration, with Qin's Sais as a core item to deal massive damage against tanky enemies.

Titan's Bane can be substituted with a different item if preferred. If you want full dedication to basic attack damage, you can pick up Silverbranch Bow instead, and replace Ninja Tabi with an item like Berserker's Shield.

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

Build Item Transcendence Transcendence
Build Item Ninja Tabi Ninja Tabi
Build Item Asi Asi
Build Item Atalanta's Bow Atalanta's Bow
Build Item Qin's Sais Qin's Sais
Build Item Titan's Bane Titan's Bane

Starting Items (Transcendence Rush) Notes Strongest start to rush Transcendence.

Build Item Charged Morningstar Charged Morningstar
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion

Starting Items (Ability Start) Notes This is an alternative start that focuses on early ability use, providing 20% cooldown reduction once Transcendence is completed.

Build Item Mage's Blessing Mage's Blessing
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion

Starting Items (Basic Attack Start) Notes This alternative start looks to provide a stronger base for a basic attack-focused build.

Build Item Hunter's Blessing Hunter's Blessing
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Multi Potion Multi Potion
Build Item Multi Potion Multi Potion

Boots Choices Notes Warrior Tabi can be built in any full ability-focused build. Ninja Tabi option is flexible, as it provides only 20 less power, with the addition of good attack speed.

Build Item Warrior Tabi Warrior Tabi
Build Item Ninja Tabi Ninja Tabi

Core Items Notes This is the singular core item that should be built every time, providing CDR and high mana to support Neith's ability use. Her abilities scale extremely well, so the high power is also key.

Build Item Transcendence Transcendence

Relic Choices Notes Find more information below on when to properly pick your relics.

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

Situational Ability-Focused Items Notes Find more information below on when to properly pick your situational items.

Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Titan's Bane Titan's Bane
Build Item Heartseeker Heartseeker
Build Item Bloodforge Bloodforge

Situational Hybrid Items Notes Find more information below on when to properly pick your situational items.

Build Item The Crusher The Crusher
Build Item Fail-Not Fail-Not
Build Item Malice Malice

Situational Basic Attack Items Notes Find more information below on when to properly pick your situational items.

Build Item Atalanta's Bow Atalanta's Bow
Build Item Asi Asi
Build Item Berserker's Shield Berserker's Shield
Build Item Qin's Sais Qin's Sais
Build Item Odysseus' Bow Odysseus' Bow
Build Item Silverbranch Bow Silverbranch Bow
Build Item Toxic Blade Toxic Blade
Build Item Wind Demon Wind Demon
Build Item Deathbringer Deathbringer

Neith's Skill Order

Spirit Arrow

Spirit Arrow

1 X
1 3 6 7 9
Unravel

Unravel

2 A
4 8 11 12 14
Back Flip

Back Flip

3 B
2 15 16 18 19
World Weaver

World Weaver

4 Y
5 10 13 17 20

Introduction

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

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. We are continuously working on improving the guide and any feedback is valuable! :)

Abilities

Passive - Broken Weave
  • Broken Weaves are created at locations where enemy deaths occur, as well as when Neith uses Back Flip.

  • Always be aware of where your weaves are. They provide enhanced function with Neith's Spirit Arrow and Unravel, and can also be used as zoning tools, as enemies may be afraid of stepping into the area range of a weave.


Ability 1 - Spirit Arrow
  • This is Neith’s simplest wave-clear ability, as well as her most straightforward poke. It can be used as a standalone ability, but whenever possible, should be combined with a Broken Weave for maximum damage and the area root.

  • For stronger clear in the early game (laning phase), use Back Flip in the midst of the minion wave to create a Broken Weave, then hit all minions with Spirit Arrow for double the damage.

  • If an enemy is within range of a Broken Weave but is not aligned with your shot, aim for the weave, as it is stationary and can more easily guarantee damage is dealt.

  • The ability doesn’t fire immediately, and has an average travel time, so learn to lead enemies that are on the move when looking for a direct hit.

Ability 2 - Unravel
  • This is Neith’s self-healing ability, and can be used on minions and gods.

  • When at lower health, combine with a Broken Weave for increased healing effect.

  • When boxing, use this for the attack speed debuff against basic attacking enemies to gain a temporary advantage.

  • This ability will heal you based on the amount of enemies you hit, maxing out at 3. It'll heal you more if you target a god, and will always prioritize the bigger heal from gods if you also happen to target minions.


Ability 3 - Back Flip
  • This is Neith’s primary escape ability, and should often be saved when threat of enemy engagement is nearby.

  • Chase: With a relatively quick travel time, this can be used to chase a retreating enemy, though it is awkward to use since she moves backward from the direction she’s facing.

  • Gank: Use this to surprise an unsuspecting enemy, especially when they are already engaged with your teammate. Approach them from behind, preferably from their side of the map, to apply a movement slow and a Broken Weave. Their retreat will be threatened by the threat of the weave.

  • Teamfight: When committing to a teamfight, use this to hit multiple enemies with the large cone for the slow and the Broken Weave, and follow it up with Spirit Arrow.


Ultimate Ability - World Weaver
  • This is a global ultimate, and can hit any enemy god on the map, no matter where they are.

  • Use this anytime to spot exactly where enemies are, which is a great addition to placing wards. Whenever you do this, you don't need to fire your ultimate, you can always cancel it without penalties.

  • Gank / Kill Secure: this ultimate is most popularly used as a setup to a gank or to secure a kill for you and your teammates. It shouldn’t only be used to finish off an enemy, as they may also have means to avoid the damage.

  • Save teammates: If you know teammates are in trouble and are trying to escape, use this on the attacking enemy for the stun.

  • Warning: The damage can be blocked by Aegis Amulet and specific enemy abilities, such as Chang’e’s Moonlit Waltz. Enemy teammates can also step in front of the attack and block it.

Leveling Priority

1 4 2 3

Prioritize maxing Spirit Arrow first, as it is her primary wave clear and damage source. Then typically max her ultimate World Weaver whenever possible, followed by Unravel and finally Back Flip.

Full Build Examples

Full Build Example (Ability Burst / Penetration)


This build provides high cooldown reduction, strong flat and % penetration for true ability-based function. It can be used in both the ADC and Mid-Lane roles.

If anti-heal is needed, switch The Crusher with Brawler’s Beat Stick.

Fail-Not can be considered in place of Jotunn's Wrath.

Atalanta's Bow can be considered in place of Titan's Bane if you want more basic attack function late-game.

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


Full Build Example (Hybrid / Critical Damage)


This build example provides max cooldown reduction and 30% penetration, with a strong base of attack speed. It allows Neith to follow up ability use with high DPS potential.

If preferred, Malice can be switched with another item; you can consider purchasing Deathbringer in its place.

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


Full Build Example (Basic Attack / Anti-Tank)


This basic attack-focused build provides high attack speed and penetration, with Qin's Sais as a core item to deal massive damage against tanky enemies.

Titan's Bane can be substituted with a different item if preferred. If you want full dedication to basic attack damage, you can pick up Silverbranch Bow instead, and replace Ninja Tabi with an item like Berserker's Shield.

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

Starting Item Options

Starting Items (Transcendence Rush)


Strongest start to rush Transcendence and build stacks as soon as possible. Enough regeneration to keep you on lane without needing to retreat too early.


Starting Items (Ability Start)


This is an alternative start that focuses on early ability use, providing 20% cooldown reduction once Transcendence is completed.


Starting Items (Basic Attack Start)


This is an alternative start that focuses on early ability use, providing 20% cooldown reduction once Transcendence is completed.

Relic Choices


Common relic against crowd control, very useful for squishy Gods. Can save you enough time to Back Flip to safety.

Standard 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.

On the off-chance you find you don’t need Purification Beads or Aegis Amulet. The upgrade is great to provide the Haste effect when she’s looking to burst down an enemy. Also the extra mobility is useful both when chasing down enemies or trying to escape.

Choosing this as a 2nd relic can be helpful in a boxing situation, but the upgrade should be purchased to make full use of it. The block stacks completely negate 2 basic attacks.

Situational Ability-Focused Items

Situational Ability-Focused Items

Purchase late-game for the anti-heal properties when you don't require any further attack speed. The flat penetration is also helpful, especially against squishy enemies.

More mana, flat physical penetration and cooldown reduction to work with. Perfect for any ability-focused build.

Great for late-game use when facing the tankiest of enemy team comps. The % penetration is particularly helpful in getting higher damage out of your abilities.

Boosts the damage output of your abilities even more, based on the health of your enemies. Since you're going to be easily reaching 200+ physical power, you're going to fully benefit from Heartseeker's bonus damage scaling.

Great as a lifesteal item in the late game, the high power increases your damage output, while the shield granted by the passive increases Neith's survivability.

Situational Hybrid Items

Situational Hybrid Items

More physical power, attack speed and physical penetration, all while boosting your overall damage when hitting enemy gods with your damaging abilities.

Everything Neith could possible need - physical power, % penetration, cooldown reduction and critical strike chance bonus. Will also greatly boost the damage output of you and your allies on any enemy god marked by the item's passive. Remember that it only takes effect after World Weaver has finished casting and after you've hit an enemy god for the mark to apply!

This can be considered as an alternative to Deathbringer or as an addition to any critical strike build. The cooldown reduction provided in the base stats and passive can allow you to spam your abilities in a teamfight.

Situational Basic Attack Items

Situational Basic Attack Items

This is the core % penetration item for basic attackers. Should be considered for Hybrid builds, and always built for basic attack focus.

Power, flat pen, and lifesteal, in fact, insane lifesteal. Can be useful on those boxing fights where you need an emergency sustain to stay alive and win. Also can be useful to regenerate quickly your health after a fight because Asi's passive only procs when in combat.

This is an item picked to counter physical gods, with an emphasis on winning close boxing matches. The passive activates at lower health, acting like a mini AS steroid with a small power boost, and can be reactivated if Neith heals herself past the 50% mark.

A traditional basic attack DPS item that sees increased damage against tanky targets. The more health they got, the more damage they'll take!

Pure basic-attack item that can be considered late-game for teamfight function and to support a Qin's Sais build. It has no power of its own, so shouldn't be used in crit builds.

Pure basic-attack item that can be considered when looking to max / overcap attack speed.

If you’re having trouble dealing against gods with high healing, then pick this up to reduce the effectiveness of their healing abilities. Since it doesn't provide any power, it's best considered in Qin's Sais's builds (instead of critical strike builds).

If you plan on building this, consider purchasing Warrior Tabi instead of Ninja Tabi. The next two items would be standard ( The Executioner + Deathbringer). Finish with Poisoned Star to help activate Wind Demon's passive.

Traditional 2nd critical strike item, this increases the damage your critical hits deal. Due to price, this is purchased in the late-game.

Game Play

Game Start

You'll typically start at your Void buff (the purple area near your tower). Clear and take the buff before heading 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 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.

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.[/color][/indent]

Using Spirit Arrow to clear the wave and apply some damage onto the enemy duo will be your primary objective. Once you hit level 2, you can start applying solid zoning pressure by using the Broken Weave created by Back Flip near the minion waves. The added damage from hitting the weave with your Spirit Arrow should allow you to maintain early lane dominance, which you can use to apply pressure and poke the enemy. Even if you don't secure an early kill, dealing damage will force them to use up their potions and back early, helping you gain an early lead.

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.
Remember that placing Wards will help spot nearby gank attempts, but you can also spot for teammates by triggering your ult but not firing.

Also, with the global ult's stun, you can help set up kills or peel for retreating teammates that are far away, or at the least, force the enemy to use a relic. Don't just use the ult for a kill finisher.


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.

Conclusion

Thank you for reading this community guide to Neith! 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 Neith games!

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1
[-]
Kriega1 (115) | August 27, 2020 3:25am
Another thing, please add multi pots instead of mana pots for the hunter’s blessing start. (Since usually the build paths running that start would be for ADC instead of Mid).
1
[-]
Branmuffin17 (328) | August 27, 2020 12:58pm
Done, thanks.
1
[-]
Kriega1 (115) | August 26, 2020 11:35am
Build 1. Swap order of Titan's and Heartseeker in ability build. Also mention you can swap Titan's Bane for Atalanta's, and Jotunn's for Fail Not.

Build 2. Swap Malice and Wind Demon around.

Build 3. Not 100% sure about Titan's, though it is a valid option in this build path. Due to the mid season buff to her 2, I would consider as an alternative: swapping Titan's for Silverbranch and boots for Berserker's/Odysseus'.

Get rid of Sprint as an option, add Shell.

For recent SPL builds you can see them here (I think most Neith games this split were BigManTingz on Team Radiance), since Smiteprobuilds is no longer updated: https://www.smiteproleague.com/schedule/
1
[-]
Branmuffin17 (328) | August 26, 2020 11:42am
Hi Kriega, will implement most of this, thanks. Mostly looking to provide solid base builds, not situational counter builds from individual SPL matches, which seem to be a bit more all over the place.
1
[-]
Branmuffin17 (328) | August 26, 2020 11:57am
Actually, I'd like further discussion on the Silver + build path for build #3. I honestly still hate the concept of Silver, but cannot deny its strong base stats. Seeing that it's a build meant for basic attacking, Titan's doesn't quite fit that mold but still can have very strong potential effect in damage support. Getting to 60% pen for a single hit (assume best function through her 1 or ult) can be pretty significant.

At this point, would you be more inclined to go Silver or Titan's?
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