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Charged Morningstar
Mana Potion
Healing Potion
Hunter's Blessing
Morningstar
Healing Potion
Mana Potion
Transcendence
Warrior Tabi
The Executioner
Asi
Atalanta's Bow
Devourer's Gauntlet
The Executioner
Heartseeker
Ichaival
Malice
Ninja Tabi
Odysseus' Bow
Poisoned Star
Qin's Sais
Rage
The Crusher
Titan's Bane
Transcendence
Brawler's Beat Stick
Jotunn's Wrath
Demon Blade
Void Shield
Blackthorn Hammer
Mantle of Discord
Magi's Cloak
Hide of the Nemean Lion
Hide of the Urchin
Winged Blade
Hydra's Lament
Frostbound Hammer
Ancile
Runeforged Hammer
Gladiator's Shield
Bloodforge
Transcendence
Rage
Poisoned Star
The Executioner
Deathbringer
Qin's Sais
Elixir of Speed
Transcendence
Devourer's Gauntlet
The Crusher
The Executioner
Qin's Sais
Elixir of Speed
Runeforged Hammer
Blackthorn Hammer
Aegis Amulet
Purification Beads
Teleport Fragment
Heavenly Wings
Tap each threat level to view Ah Muzen Cab’s threats
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.
Hive
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.
Swarm
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.
Honey
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.
Stinger
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.
PROS
+ High single target damage
+ Good sustain
+ Great wave clear
+ Spammable ult
+ Unique AA build opportunities
CONS
- 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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Your start 2 can't work as it's too expensive to start with
Additionally in build 1
Build 1 should look like:
For build 2 it's actually a really decent build however yet again there is no mention of boots and even a 6th item. I'd recommend for your 6th item to be either
Hope this helps ;)
PS: this was wrote on a phone, so forgive me for grammar errors etc.
If build 1 uses Rage though, I'd argue Ninja should be the better option since AS will be fairly lacking.
Agreed on needing to show full item progression. I never understand it when people show the 6th item first. Yes, that's how it shows up on the screen after you replace blessings, but when people review builds, the mind wants to understand order. This is how I'd suggest, and is how I do it on my guides.
Alright, sounds like you're open to discussion. Awesome. Some people aren't, or they never respond. I'll take more time to explain.
There are a few concepts going on in trying to optimize a build.
- Cost: The lower an item costs, the quicker you can purchase, which in early stages of a game, can be very important to maintain an even or advantageous ground.
Deathbringer is one of the highest cost items in the game, and you could have invested into a cheaper item and completed it significantly earlier than DB.
- Crit chance: When investing into crits, you usually want an item that prepares
Deathbringer, which should pretty much always be built in a crit build, but as the 2nd item. Part of the reason for getting DB 2nd is the above cost factor. Common 1st crit items are any of
Poisoned Star,
Rage, or Wind Demon, all of which cost less. They also all provide some added function over DB. PS, though the crit chance is low, gives a boxing advantage by increasing attack speed, and both slowing movement speed and decreasing the damage you take when the passive gets activated. Rage provides a much higher crit chance base to prepare for consistent DB bonus damage. WD gives a huge boost to attack speed and movespeed. In your first build,
Rage should come before
Deathbringer.
Poisoned Star as a crit item.
- Qin's: This is a great item. BUT...building it 3rd, like in your 2nd build example, isn't really preferred. The passive bonus is based on enemy health...the more they have, the more bonus damage you have. It's also a bit expensive, and subject to mitigations from protections, so it's usually best to build after you've built up a base of attack speed, and after you've gotten some pen (usually in the form of
The Executioner.
- O-Bow: Again in that 2nd build, O-Bow is built 4th. It's good as it's built after Qin's, but not good because you further delay any pen. If you can tell, a lot of the theme here is about getting pen.
- Penetration: All gods have some physical protection. Depending on the god, it can be as low as 10 or 15 physical protection. As they level, this value increases to an average of around 70, and this is without building any protection items.
The Crusher,
Asi, and
Silverbranch Bow. In addition, the core pen item for basic attackers is
The Executioner, which does % protection reduction. This acts as if the enemy's armor decreases, so as you apply the protection reduction, other physical teammates can ALSO deal more damage to that target. And because it's % instead of a flat value, it is also very effective at decreasing the higher protections of tanky gods that build a lot of physical protection. Pen is something that is just 100% missing in your first build example. In addition, you get
Hydra's Lament, which is more of an ability-user's item. Could it work? Sure, but it's not optimal, at least in a situation where you're investing into crit.
In any case, you've got a few different build paths you can go. You can base it off of stacking items (eitherIn addition, you pretty much never want to build just one crit item. In your build 2 example (attack speed), you only have
To give an idea of how much damage is being effectively "blocked" by protections, here's a graph to help you understand:
If the enemy has only 50 protections, they're blocking 1/3 of the originally calculated damage. This is pretty significant. As such, a lot of a damaging build's purpose is to try to decrease those protections to increase their own damage. For basic attackers, you can get some flat penetration from items like
Check out some pros builds in recent ranked conquest games. Honestly, very, very screwy. In that sense, almost anything goes. But as solid base builds, these are some of the paths I'd take.
- Traditional Devo's/Qin's: this build path would rush
Devourer's Gauntlet for early sustain and good power. This is a basic attack build path, since you're committing to an item whose main function (lifesteal), applies only from basics. Here's an example, traditional cookie cutter Devo's build:
Hunter's Blessing,
Devourer's Gauntlet,
Warrior Tabi (or
Ninja Tabi),
The Crusher,
The Executioner,
Qin's Sais, situational. In this case, with the recent buff to
Ichaival, I'd probably pick that up 6th, then sell your Tabi, get
Elixir of Speed, and grab one more item.
- Modified Devo's/Qin's: same start as above, but we'll add in
Runeforged Hammer to take advantage of that bonus damage.
Hunter's Blessing,
Devourer's Gauntlet,
Ninja Tabi,
The Crusher,
Runeforged Hammer,
The Executioner,
Qin's Sais, situational (replace Tabi).
- Devo's/Crit: You could try for a burst crit build, and maybe even incorporate
Runeforged Hammer. The bonus damage would make things hit hard, especially with DB's additional bonus.
Hunter's Blessing,
Devourer's Gauntlet,
Ninja Tabi),
Rage,
The Executioner,
Deathbringer,
Runeforged Hammer, sell Tabi get
Ichaival or something. You could pick up Hammer earlier if you want. This is definitely a weird build path to me, but I mean, people ARE building him strangely right now. You can also switch some items around here and there.
- Traditional Trans/Qin's: the old school build path would be something like this:
Hunter's Blessing,
Transcendence,
Warrior Tabi (or
Ninja Tabi),
Asi,
The Executioner,
Qin's Sais, situational (something with attack speed, like
Odysseus' Bow or
Silverbranch Bow or
Ichaival. Since AMC has good ability function, Trans' huge mana pool means he doesn't have to worry about spamming said abilities.
Asi's recent buff is also nice.
- Trans/Qin's ability alt: You could go for a more hybrid build, incorporating more ability function.
The Crusher works well with Trans, and you could even consider
Soul Eater, but these are definitely a bit weird. I'll throw in Runeforged just because.
Hunter's Blessing,
Transcendence,
Ninja Tabi)
Soul Eater,
The Crusher,
Runeforged Hammer,
Titan's Bane, situational.
- Skipping stacking: Here is a concept without Devo's or Trans. This means you do have to worry about mana and health sustain. Mana you can get from
Blackthorn Hammer. Lifesteal you can get from
Soul Eater or
Asi, or even
Bloodforge. Blackthorn gives you a ton of health to increase your survivability.
Hunter's Blessing,
Blackthorn Hammer,
Ninja Tabi),
Asi,
The Executioner,
Qin's Sais, situational.
Etc. etc. Many different build paths, and many can work these days for AMC. But still understand that your current build paths do have issues as I mentioned earlier. I honestly have no clue on your 3rd ability build...no clue how that would work, but it's extremely unconventional. That's not to say it couldn't work...just weird and I don't personally likeUnderstanding this is YOUR build/guide, I definitely suggest you don't just change your builds arbitrarily. Instead, as you mentioned, try some of them out multiple times and see how they work for you. If you like it, change it. Modify some of these to suit your needs...but don't forget about Pen, don't build DB as first crit item, don't build only 1 crit item, and don't get Qin's too early.
Just a quick thing though, have my builds not updated? They haven't been like that since I released this a week ago.
Plus, all of your builds lacks % penetration like
As for Pen, I really never struggle as AMC. His damage serves me fine in teamfights, I can usually just kill the tank without it. If I'm in a match against more than two warriors/guardians, I'll usually replace boots or Hydra's with Titan's Bane, but I rarely ever seem to need to. Maybe I just get lucky?
Thanks for pointing it out, anyway. This is my first guide but I'm making one for each role currently, with this being my ADC. Hopefully they will improve.
I understand that AMC has a good damage output, however enemies like
About your first build, I would swap the crit order, starting with
You should include any mentions to
I'm okay with
And yeah, I probably should have put something about Speed Pots. It kinda becomes subconcious after doing it so often that I forget its a thing. I usually trade boots out for Sais or Malice on my Crit build, or Titan's Bane if I really need pen.
Also thanks for reminding me that I need to place the items in purchase order, forgot that was a thing.
Here we go again, another person that doesen't understand base protections.
let's take Artemis for example. https://smite.gamepedia.com/Artemis
Artemis has 12 base physical protections at level 1, and gets 3 physical protection per level until level 20, leaving her with 72 physical protection at level 20, assuming she hasn't built any physical defense.
This is explained in the Word of Thoth mechanics guide: https://www.scribd.com/doc/166529015/The-Word-of-Thoth-A-Smite-Mechanics-Guide
Due to the current state of the build and what you have said so far, I will assume you could do with some further assistance, so I leave you with this link: https://www.smitefire.com/smite/blog/kriega1/online-text-link-for-online-linking
Also its 69, if what you're saying is true. 12 + (3x19) = 12 + 57 = 69. Although I don't know how that works really and the difference is effectively negligible.
And what builds may those have been?
Also, yeah you're right, it is 69, I counted 1 extra 3 by mistake. Still quite a bit of physical protections though. You can use a dps calculator online or test in jungle practice how it affects damage (by testing same power values with and without pen).
Start 1:
Start 2:
Start 3:
Start 4:
Build 1:
Build 2 (Crit):
Build 3, next patch:
Build 4:
https://smiteprobuilds.com/Builds?p_filters_page=1&p_filters_search=&p_filters_god=1956&p_filters_pro=~&p_filters_opponent=~&p_filters_role=~&p_filters_league=~&p_filters_sort=~
Also
And please remove that hybrid build. Also make Beads, Aegis and Blink Rune the main relic options. Shouldn't be building sprint or teleport on a hunter.
Secondly, there really isn't a need for health potions. Hive and patience can do it for you. Multi potions work though.
Thanks for the link. Looking at it, replacing boots with Executioner and Hydra's with Runeforged may be a good idea. I'll also have to test whether Blackthorns works better than Transcendence. I'd never realised how similar they were, guess it just never occurred to me. I'm inclined to think Trans but maybe that extra health from Black is key to a more competitive AMC. Thanks!
It procs on AMCs passive, his 2,3 and ult. There isn't much reason not to get it.
Also, Hunter's is especially not great on him early until it's evolved.
"So before being evolved, compared to Mage's Blessing, Hunter's Blessing is only giving an extra +5 physical damage to your autos, as it's +15 basic attack damage, while Mage's Blessing has 10 physical power and as hunter's have 100% of their physical power scaled to their autos, Mage's Blessing gives AMC +10 physical damage to each of his autos."
His clear and poke is good with mage's early.
Here's I comparison I did between the starts, but for
Of course there is a need for health potions.
Damage wise it doesen't, and you can build both in the same build like in the example I gave.
https://www.smitefire.com/smite/forum/theory-crafting/mages-blessing-vs-hunters-blessing-on-amc-58636
I haven't checked how accurate it is, but I assume it's correct. So that's something...
Also someone said that Crusher procs on the same abilities, I'll have to test that too.
Magic.