Author's Note - I have been playing Smite on and off since Season 1 (on PC). I played a little of Seasons 3 and 4 on PS4, and am now playing the hell out of Season 6 on my Switch. This time away may have caused gaps in my knowledge, and I may have carried over misconceptions from those seasons, so please correct me if I'm wrong.
I'm Currently Mastery X with AMC, but I don't play enough Ranked to know what is strictly the most competitive. In casual and low level ranked, you can get away with not having the most optimal build without noticing, so if there is anything in my builds that can be changed to optimise them for a more competitive setting, feel free to point it out to me in the Discussion section.
Ah Muzen Cab - Overview
Ah Muzen Cab, Mayan God of Bees, is a Hunter, most commonly seen in the Duo Lane as an ADC (Attack Damage Carry). Ah Muzen Cab is a defensive boxer and poker, who uses Hives, deployable structures, to boost his performance. As Ah Muzen Cab, you play around these structures to receive their many buffs and benefits, to put you at an advantage over your enemy.
The other stand-out feature of Ah Muzen Cab is his ultimate, Stinger, a high damage single target ability with a very short cooldown (so long as you can recover the Stinger once it has struck!) This allows you to fire off a powerful projectile every fight, or sometimes even twice a fight, which can really take enemies by surprise.
A core piece of this character's unique playstyle. Can help out-sustain and out-DPS opposing ADCs early game, and also saves you gold on healing potions and attack speed items (as in most fights, you should be under a Hive). Healing scales from 2HP/s to 12 at 5th Rank, so place it down any time you're expecting a fight and need to heal a little late-game. The movement speed buff is basically your only escape bar relics, so make sure you have complete coverage of your lane all the way back to your tower early game. I recommend placing them in jungle entrances, just out of sight of enemies approaching down lane. You might also want to sneak them over the wall into the buff camps. If you're on the back foot in lane, I'd definitely recommend putting one behind your tower, to heal up and increase RoF whilst under siege. Finally, the attack speed buff allows for some crazy crit or pen builds that wouldn't be possible under other circumstances, as you would need to sink a couple of items into getting a high enough attack speed to make it work. With hives, that effectively means you have two free slots to build power, crit, pen, lifesteal, whatever you want really. I cannot stress how powerful you can feel when you're doing 1400 damage every two seconds consistently with just basics.
A very solid clear ability, with decent applications in team fights. Also good for poke. In the early stages of the game, if you've cleared the wave and still have this up, initiate with it; this ability applies AMC's passive (Bees), a DoT effect, and every time you hit a basic attack on a target affected by Bees, it extends the timer. This can lead to an additional damage equal to a basic attack or two, which can be all the difference you need, especially if your opponent flees too late and falls victim to the DoT as they run. Overall, decent damage, decent size, good value. Level this heavily until it's maxed, occasionally levelling Stinger and Hives in between.
A relatively weak slow ability, but can be used to apply Bees if in range of a Hive, or if you hit it with Swarm. Can be useful for securing kills on low-mobility mages, but not much else. Level this once at Lv3 and then not again until the end. Probably the weakest ability in the kit, but at least its some CC. Recently, this ability has gotten a little more useful in Runeforge builds, as that item procs on slows such as the one Honey applies.
High single target damage with a stupidly low cooldown (if you pick it up, which requires you to hit a god first). If you're accurate enough, you can use this pretty much as often as you would use a non-ultimate damage ability. The 3 second cripple is useful to keep high mobility targets from jumping away, so if someone jumps onto you, you can use it after a few seconds of damage in a fight to prevent an escape. I'm pretty certain you can get the cooldown down to 15 or less seconds with the right build, so if you feel like it, that's a...thing you can do, I suppose.
+ High single target damage
+ Good sustain
+ Great wave clear
+ Spammable ult
+ Unique AA build opportunities
- Little CC
- No real escape options
- Squishy body
- Mana issues (if you don't build Trans)
So those are my thoughts on my favourite god, Ah Muzen Cab. I really enjoy the Hive-based gameplay, and I find it lets me really mix up my item choices, since I don't have to build attack speed at all. Let me know your thoughts and comments in the description. Thanks for reading.
P.S - Thanks to everyone in the Discussion section for helping me make this build more optimal. I hope that with their help I have made this guide...well...helpful.
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