This is a guide to King Arthur in one of his weakest spots, arena. Some of the counter information as well as playstyle/tricks can be carried over to conquest and other large game modes, but do not run most of these builds as they are fairly cookie cutter in design for max survivability, or max damage for arena playstyle. Most advisable at the moment would be my hybrid build for solo lane in conquest, but it will still need modifications. Please enjoy the guide and if all goes well, expect more in the future!
When building items, picking your role and playstyle is needed. King Arthur works best with a main tank providing buffs to him so he can go more and more toward damage, however, be aware that as Arthur has a lot of peel, you can preform a tank role as well. Many aura items will leave you under powered late game so I do not recommend building for them. Many builds that work for other warriors will not work for Arthur. Some items which are even staples of most gods have not effect at all even. As Arthur, your primary focus stats are: Cooldown Reduction, Physical Power, Protections, Health, CCR, and penetration. Secondary stats include: Attack Speed, and movement speed. These stats will provide some benefits to your build centered around your kit but do not provide great deal of power. DO NOT STACK YELLOW ITEM CATAGORY! These benefits should come with items of other good stats or effect, not be your primary goal. Finally the last category of stats are still able to be built into if desired for a joke build or for fun, but in no way should be used seriously. The effects take place but are not able to be capitalized on. The poor stats include: Critical Chance and Lifesteal. Both of these are auto attack based and should be avoided with the exception of Soul Eater.
While King Arthur is a combo character, many of his abilities don't fully combo into each other, with a few exceptions. In this section I will go into Combos and build orders. Do note I will be using some terms for the rest of this guide. This includes: Blue stance(Overhead Slash, Battle Stomp, and Twin Cleave), Red stance(Hamstring, Uppercut, and Bladestorm), Sundering Strike which is his blue ult, and his 85 ult(Excalibur's Wrath).
I will not go over specifics of abilities unless it is something not stated in the game! This includes MOST numbers, and general included effects that can be understood by hopping into the practice Jungle very briefly or reading ability descriptions in game! I will, however, do my best to clariffy any poorly worded, or hidden effects I find. Please request if you wish something I should have clarified that I missed. PLEASE HAVE A BASIC UNDERSTANDING OF THE ABILITIES FROM THE GAME BEFORE READING MORE!
Legend: Abilities are based off computer controls and go in order as stated above in number order. R=Red B=Blue.
Guarenteed Overhead Combo-
R2, B1: This is a knock up into overhead combo. This will guarantee the bonus damage from the B1 ability.
B2, R1/R1, B2: This is the best way to clock down a mobile target and is good going into the knock up as well as it will slow and cripple the target.
Guarenteed Ult Combo-
R2, 85: This will guarenteee the ult will land but is not advised unless the 1 is down. This will also banish you and can be used to dodged a big ability, but the enemy will land before you do so be careful doing this. Make sure your teal is there to follow up.
Auto Cancel Combos-
Auto attack cancel into any of the following->B2, B3, R2, R3, 85.
The way to perform this is to have the dodge attack from the auto go through and then cast the ability before the slow effect takes place. This can be used to gain extra distance on any of the abilities listed. ALL OTHER ABILITIES WILL ACTUALLY SLOW YOU DOWN!
Max distance combo: Auto, B3, Auto, R3, Auto, B2, Auto, R2.
Auro canceling is one of, if not the strongest thing in his kit as it provides a free dodge that no other god has. This gives great in fight mobility for dodging and must be mastered to fully understand Arthur. This is one feature I am still learning more and more about each day as it can give you movement in roots, one of most warriors greatest enemies.
Ability Tips and Tricks:
B1- comboing with the R2 as stated before is the best way to do this.
B2- This can help slow characters when you don't want to chase them too far, but isn't needed to keep up, so saving this for escape can be helpful as well. Use it to help land your R2 on the target as well until you get good and landing R2 with no slow effect.
B3- While a good initiator due to the armor shred, unless you are fighting a tank it isn't to great. This is my recommended gap closer/escape as a movement ability then a damage ability out of his kit. Focus on cleaving as well if used on damage due to the healing from Glat Shield.
R1- Save for expected leaps or dashes to cancel them out. This will take time to learn and predict them, but once good enough you can interrupt them right as they cast forcing it on CD as well.
R2- Best ability in his kit in my opinion. Peel, guaranteed damage, or escape. Do note that if used as escape, it stops on the first god hit.
R3- This is used to heal with glat shield, if low ensure you aim for cleaving over focused damage.
Sunder Strike: Soon to lose the dash, this ability is strong and can be auto canceled, the best way to hit at the moment is to auto dash away from the enemy, cast, and do another 180 to try and snap attack the target. This will take the most practice out of all his abilities.
85- DO NOT SAVE! This ability comes up faster then you think. Saving this also prevents you from using sunder strike in long fights so getting it out fast is the best way to spar in a long drawn out fight. Watch for allied abilites. While executing with this is good, it can be beaded to escape. So if your teammates can get the kill without the use of this ability, it may be more ideal.
The best way to play King Arthur is to capitalize on your Gladiator Shield. Increasing the health pool or resistance will bring more value to the health you get back. Hitting as many targets as possible with your AoE abilities will maximize your front line time. Be careful around hard CC and disrupt the back line as much as possible as his high base damage will allow him to shred squishes even in a tank build. Cooldown reduction is a must for almost any build as at 40% reduction as you cast your last ability, the first one you cast will be back up.
High AoE/base damage
High ability damage for a warrior
Medium burst potential
Short Cooldowns on ultimate abilities/has 2 ultimates
Weak to cripples, silence, and stuns
Low base health
No self sustain built in
Weak early game
Damage falls off in extremely long games if built max tank
Despite being a front line, it is best to stay back at the start as until you get some Cooldown reduction and self healing you are very squishy. Work on peeling or some poke with your B1. Hug pillars for protection but don't stand to close as you want to stay in the open early.
This is Arthurs best time in the game. Around the 3 to 5 item marks. This is where you want to start pressuring no matter your build and focus down squishes or peeling for your team while starting some chases.
Late Game (Tank):
Work mostly on peeling or CCing the enemy backline. You're job is no longer to secure kills yourself but to open targets up for your allies. Jump target to target to max healing from Gladiator Shield and dodge threat from the enemies.
Late Game (Hybrid/damage):
Against a high squishy team you will want to focus targets fast and get out fast. If against a tank team, spin in the front and jump target to target trying to bait abilities.
Thank you for reading through my guide! I will update it as best I can if there is a large enough desire for it. More builds will be made in the future for any gods/Arthur. Please give feed back and include anything I might have missed and I will add it to the guide. This has been my firstGood luck in the arena!
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