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The BEST Arachne Season 8.9 Conquest Guide

6 1 3,816
by VinyDMD updated October 6, 2021

Smite God: Arachne

Build Guide Discussion 7 More Guides
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Build Summary

Starting Items

Build Item Manikin Scepter Manikin Scepter
Build Item Katana Katana
Build Item Hand of the Gods Hand of the Gods
Build Item Blink Rune Blink Rune

Full Build

Build Item Manikin Mace Manikin Mace
Build Item Hastened Katana Hastened Katana
Build Item Golden Blade Golden Blade
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Serrated Edge Serrated Edge
Build Item Qin's Sais Qin's Sais
Build Item Blink Rune Blink Rune
Build Item Purification Beads Purification Beads

Arachne's Skill Order

Venomous Bite

1 X Y
Venomous Bite
3 4 6 7 10


2 A B
2 8 11 12 14


3 B A
1 15 16 18 19

Night Crawler

4 Y X
Night Crawler
5 9 13 17 20
Venomous Bite
3 4 6 7 10

Venomous Bite

1 X
Upon activation, Arachne's next basic attack within 5s does additional damage and infects the target with Venom, dealing damage over time and healing Arachne every 0.5s for 3s.

Ability Type: Stim
Initial Damage: 50 / 75 / 100 / 125 / 150 (+35% of your Physical Power)
Damage Per Tick: 10 / 18 / 26 / 34 / 42 (+10% of your Physical Power)
Healing Per Tick: 8 / 16 / 24 / 32 / 40 (+8% of your Physical Power)
Damage (Total): 110 / 183 / 256 / 329 / 402 (+95% of your Physical Power)
Healing (Total): 48 / 96 / 144 / 192 / 240 (+48% of your Physical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
2 8 11 12 14


2 A
Arachne spindles her webbing, and her next 3 successful basic attacks are executed with increased attack speed for 6s. If all three attacks hit the same target, that target is stunned.

Ability Type: Stim
Attack speed: 30 / 40 / 50 / 60 / 70%
Stun: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Cost: 70
Cooldown: 15s
1 15 16 18 19


3 B
Arachne shoots a line of Web forward. She is Immune to Slows and moves faster on Web. If the Web reaches max range a Web trap will spawn. Enemy gods who walk through the trap or get hit by the projectile are Slowed by 15%, revealed to Arachne, leave a trail of Web behind them, and are attacked by Pet Broodlings.

Arachne can only have 3 Web traps or projectiles active at a time and the Webs last 240s.

Ability Type: Projectile
Slow Duration: 4 / 4.5 / 5 / 5.5 / 6s
Movement Speed: 40%
Broodlings: 2
Broodling Damage: 20 / 30 / 40 / 50 / 60 per hit
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 16s
Night Crawler
5 9 13 17 20

Night Crawler

4 Y
Arachne flips up to her infinite web, hanging upside down above the lane and increasing her movement speed. She may leap off the web to deal damage to all enemies in the target area and create a large web around the target area. The web area provides the same slow to enemies and benefit to Arachne as her Web Trail.

Arachne may activate Ability 1 and 2 while running on this web.

Ability Type: Channeled
Damage: 150 / 250 / 350 / 450 / 550 (100% of your Physical Power)
Duration On Web: 5s
Movement Speed: 40%
Damage Radius: 15
Web Radius: 25
Cost: 100
Cooldown: 90 / 85 / 80 / 75 / 70s

Arachne Threats

Tap each threat level to view Arachne’s threats


Arachne Synergies

Tap each synergy level to view Arachne’s synergies


Extended Build


Build Item Manikin Scepter Manikin Scepter
Build Item Golden Blade Golden Blade
Build Item Hastened Katana Hastened Katana
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Serrated Edge Serrated Edge
Build Item Blink Rune Blink Rune
Build Item Purification Beads Purification Beads

Power Arachne

Build Item Manikin Hidden Blade Manikin Hidden Blade
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item The Crusher The Crusher
Build Item Serrated Edge Serrated Edge
Build Item The Executioner The Executioner
Build Item Titan's Bane Titan's Bane

Arachne's Kit


Passive - Predator
Predator is one of Arachne's multiple ways of doing bonus damage:
    Arachne's Basic Attacks gain 1.5% Physical damage for every 5% of a target's missing Health.
Predator is a staple to Arachne and clearly shows us that she's highly based on using this passive, along with her abilities and items, to buff her Auto Attacks to be able to mow down enemy Gods.
1 - Venomous Bite
Venomous Bite is Arachne's bread and butter ability:
    Upon activation, Arachne's next Basic Attack within 5s does additional damage and infects the target with Venom, dealing damage over time and healing Arachne every 0.5s for 3s.
This gives us a heap of usage for just one ability.
For starters, it's a great form of additional damage on enemy Gods, using Venomous Bite gives Arachne the damage she needs to sustain herself in the early game before she truly starts building items, it lets her kill enemy Gods quickly and lets her stay healthy whilst doing so and lets her her heal even more while clearing camps, something Arachne excels at.
2 - Cocoon
Cocoon is Arachne's main form of Crowd Control,
    Arachne spindles her webbing, and her next 3 successful Basic Attacks are executed with increased Attack Speed for 6s.
    If all 3 Basic Attacks hit the same target, that target is Stunned.
By using an Auto Attack three times, it allows Arachne's third to stun the enemy hit and lets her deal high damage whilst stunned. Think of it as Anubis' Mummify combo. This ability also gives her a great amount of attack speed, which is perfect for dealing damage quickly to Objectives and Towers, but it's main focus is to give Arachne enough crowd control to assassinate enemy Gods quickly and efficiently.
3 - Web
Web is where Arachne becomes incredibly interesting:
    Arachne shoots a line of Web forward. She is Immune to Slows and moves faster on Web. If the Web reaches max range a Web trap will spawn. Enemy gods who walk through the trap or get hit by the projectile are Slowed by 15%, revealed to Arachne, leave a trail of Web behind them, and are attacked by Pet Broodlings.
    Arachne can only have 3 Web traps or projectiles active at a time.
Arachne gets to summon two spiders to fight for her, along with giving herself movement speed and slowing the enemy hit.
This ability is insane on both paper and in practice, and it lets players opt for a lot of creativity, which I'll get to in another segment.
Web can be used in any way possible; clearling camps with the Broodlings, slowing enemy gods and assassinating them, holding a wave for a laner, or even helping allies clear their camps from the other side of the map.
You also get to have three webs on the map at once, so you can opt to lay some out around corners to ambush or startle enemy Gods, whilst also giving you vision of where they are and what health they're at.
By using all three webs at once you can also summon six Broodlings at once to help shred objectives.
Unfortunately, as of update 8.9, Arachne's Broodlings Web can no longer take aggro from camps and objectives, so she can no longer force them to tank hits for her or her teammates, making these strategies a lot weaker.

4 - Night Crawler
Night Crawler is Arachne's only form of escape tool:
    Arachne flips up to her infinite web, hanging upside down above the lane and increasing her movement speed. She may leap off the web to deal damage to all enemies in the target area and create a large web around the target area.
    The web area provides the same slow to enemies and benefit to Arachne as her Web Trail.
You may be asking, "Isn't Arachne's Web an escape tool, as it gives her movement speed?" but you're going to be using Web a lot more for engages and clearing camps, without it, Arachne has no way of catching up to, and securing kills, as enemy Gods can just out-run her, or dash away.
So, Night Crawler can be used defensively if a dive doesn't plan out very well, or you're in a lot of trouble, as it makes you crowd control immune upon activation, and you're invulnerable in it's entire duration.
Night Crawler can be used as an escape option, but it can also be used as an engage option.
Hypothetically, if you take an enemy God to low HP, but they dash away, and you don't have Blink to catch up to them, you can use Night Crawler as a final effort to secure a kill, as the ability itself does deal damage, and you get a large amount of uncontested area to run around in, making it a guaranteed kill if you're able to catch up and hit the ability.
All in all, as Arachne, you want to engage with your Web, activate your Cocoon and your Venomous Bite to deal massive amounts of damage whilst applying a crowd control, then escape with Night Crawler if you're in trouble, Simple.

Arachne's Starting Build

Starter Item - Manikin Scepter
    PASSIVE - Enemies hit by your Basic Attacks are burned, taking 16 Physical Damage (+5% of your Physical and Magical Power) over 2s and have their Attack Speed reduced by 4.5%.
    Jungle Monsters take 4x the amount of damage and restore 3% Health and 5% Mana when they die if they are burned.
    This effect can stack up to 3 times.

Manikin Scepter is such a strong item on Arachne, that I'm surprised nobody has been talking about it. Manikins Scepter grants Arachne even more additional damage, on top of what she already has in Predator and Venomous Bite to inflict HUGE amounts of damage early, making only 4 or 5 Auto Attacks kill an enemy God in the first 5 levels.
Manikin Scepter also helps Arachne clear early as it can proc off Golden Blade, to deal more damage to all minions in a camp, and with the buff Manikin Scepter received in the Ceaseless Whirlpool update, it makes her early game clear a lot healthier, meaning she can gank lanes a lot more efficiently with the additional health she lacked prior along with benefitting greatly from the +10 Basic Attack Damage.
Item 1 - Golden Blade

    PASSIVE - All Basic Attacks will also hit enemies within a 15 unit radius of the target for 50% of the damage to Gods, and 50% damage to Minions and Jungle Camps.

With the nerf to Arachne's clear in the 8.8 bonus update, removing the ability for Broodlings Web to tank camps, Golden Blade lets Arachne have even more of an early power spike in her farm than previously.
Golden Blade lets her sustain a lead she can get after a first blood by letting her clear as fast as ability based assassins, if not faster along with the additional procs of Manikin Scepter using Golden Blade.
    This consumable deals 200 True Damage to Jungle Monsters around you.
    This only affects Monsters on your side of the Jungle.

Hand of the Gods or HOG is a vital component to any Jungler's starting items, it allows the fastest and the most efficient clear in season 8 by using abilities on the Speed Camp then using HOG on the large back camp to the fight over the mid camps.
Arachne is no different to this rule, in fact, she has been taking HOG before this meta even existed, as Arachne wants as much map pressure as she can take, and having a fast clear provides that for her.
Using Hand of the Gods also lets Arachne gank solo lane faster, though not advised, she can give either mid or solo an easy first blood gold lead by using blink to engage and winning a 2v1.

Arachne's Core Build

Item 2 - Hastened Katana
    PASSIVE - Hitting an enemy with a Basic Attack Grants Haste for 1s, causing you to be immune from Basic Attack Movement Penalty.

Hastened Katana is Arachne's first power spike item.
The Haste on Hastened Katana's Passive provides an insane boost to Arachne's kill potential, allowing her to easily out pace any God as long as their main forms of escape and crowd control options are down.
Hastened Katana ensures that Arachne will stick to any enemy God she wishes, allowing her to kite abilities, along with jungle camps and objectives without a second thought.
The additional attack speed and movement speed that Katana offers is the main focus on any Arachne build: Having fast legs and arms. If your item doesn't give you attack speed, movement speed, or both, then there are a lot better options for Arachne.
Item 3 - Stone Cutting Sword
    PASSIVE - Melee Basic Attacks decrease enemy Physical protections by 7, and increase your physical protection by 5 for 3s (max. 3 Stacks)

Stone Cutting Sword received a decent nerf in the recent 8.8 bonus update, though these changes didn't affect how the item would interact with Arachne.
Arachne already deals damage based on the enemy God's health, so what else would she need? Penetration.
Stone Cutting Sword allows Arachne to, not only shred protections, but to buff her own, allowing her to deal extremely consistent damage to those she can combo.
Though Stone Cutting Sword isn't as extreme of a power spike as Arachne's other options, what it does to her damage is a must-have on most builds.
item 4 - Serrated Edge
    PASSIVE - For every non-ultimate ability on cooldown you gain a stack of Cruelty.
    Each stack provides 10 Physical Power and 3% Physical Lifesteal.

Ladies and Gentlemen, may I introduce the one item designed solely around Arachne, Serrated Edge.
As of update 8.9, Serrated Edge is an insane item by itself, even with Gods that it doesn't synergise with, it's still, arguably, the best life steal item for assassins.
Luckily for us, not only is Serrated Edge insane, it's even better on Arachne.
Think, what God actives all of their non-ultimate abilities in quick succession and benefits greatly from physical lifesteal? That's right, this little spider.
Serrated Edge gives Arachne not only an insane power spike in it's passive, but +10% Physical Lifesteal AND +20% Penetration.
Even when this item inevitably gets nerfed in a future update, Serrated Edge will still be a fantastic buy on Arachne.
item 5 Options
Qin's Sais
    PASSIVE - On Basic Attack hits, deal Physical Damage equal to 3% of the target's maximum Health. If the target has over 2000 Health, the bonus damage scales up.
    This effect reaches a maximum of 5% of the targets Maximum Health at 2750 Health.

So far, we have discussed the great itemisation Arachne has; she gains movement speed and attack speed with all of the Katana variants, along with penetration from Stone Cutting Sword, lifesteal from Serrated Edge and utility from Golden Blade and Hastened Katana whilst dealing huge damage with Manikins Scepter, what else do we need?

Well, the 5th item (if you don't include starter items) can vary on Arachne, the build is already perfect and doesn't really need anything else, so here, I will justify multiple items, the first being Qin's Sais.

Remember Arachne's Passive, Predator?
Well, this is Predator if it scaled with bonus health.
Qin's Sais has always been a good item on ADC's as it provides the tank shred that a lot of Hunters need, Arachne is no exception to this. It allows her to deal even more health based damage meaning even tanks won't get shredded without a second thought.
Magi's Cloak
    PASSIVE - Protects you from a single hard Crowd Control effect or Root once every 70 seconds.
    When this occurs, you gain 1s of Crowd Control immunity.

Magi's Cloak is a solid defensive pick on any God, the ability to nullify any crowd control gives many options to escape if caught off guard. Having Magi's Cloak proc a hard crowd control allows you to immediately ult and escape any situation you're in.
Ultimately, you lose out of very good damage, but Arachne already has a great amount in her kit to deal consistently high damage even with a defensive last item.
    PASSIVE - Your Basic Attacks benefit from an additional 15% Physical Penetration.

Dominance is a great penetration for auto attack heavy Gods, if you're fighting against a composition that has a large amount of tanks, then taking this item will definitely help.
"Is there any reason you should take Dominance over Qin's Sais?" It depends;
Is the enemy comp focusing more on health, go Qin's Sais.
Is the enemy comp focusing more on protections, go Dominance.

Toxic Blade
    PASSIVE - Enemies hit by your basic attacks gain 20% reduced healing,
    stacking up to 2 times and lasting 6s.

Toxic Blade deals with Healing. That's it. Usually, it wouldn't be your job to apply anti-heal as you're mainly going to run people down faster than it to apply and be useful, so you aren't likely to build this unless you're really struggling, or your team is really struggling to not flame you for not taking anti-heal.
"Should I build Crit?"
    Attacks that deal a critical hit will deal 2x damage.

The argument you will see from Arachne players that aren't quite there with her yet is,
"Crit Arachne is really good."
I would like to come clean and say, No. Crit Arachne is not good.
Arachne can already shred anything with her standard Katana build, she doesn't need crit damage to deal more damage in a build that can already kill anything.
Crit items like Rage and Deathbringer also don't give her the necessary stats of movement speed or attack speed that she relies on, so she won't be activating her passive, or stacking Manikin Scepter fast enough, or getting the stun of Cocoon fast enough.

Map Presence and the use of Broodlings


There is a collective agreement in the SMITE community that Arachne is one of the most hated Gods, next to Anubis, King Arthur and Tiamat, but why is that?

Like these Gods, Arachne has a clear gimmick;
Anubis has his Lifesteal and Death Gaze, King Arthur has his spiinnss and Tiamat has her Grounding Dive stances, however, Arachne's isn't so straight forward.


Arachne's main priority is to be everywhere at once, there should be no lane or any inch of the Jungle that isn't scared that an Arachne will jump out at any second.
    "Why is this such a big thing for her?"
Because her kit is perfect for setting traps.
Broodlings Web give her the perfect advantage when taking people off-guard and easily assassinating someone. Nobody does it better.
    "Well, HOW do you do it?"
That's what I'll be showing you, below is a Season 8 Conquest map layout, in Red are places you can set your Broodlings Web to ambush laners or Gods going through the jungle and get both Vision, and maybe a free kill on them:

These areas provide great vision if someone was to walk into a Broodling Web and are exceptionally good for blocking off corridors that Gods will want to talk through to get to lane, take buffs, or rotate around the map. If you're not using your Broodlings Web to clear camps or gank (which you should definitely prioritise), you should use them like this.

Leashing Camps at the Start of the Round


Personally, my favourite thing about Arachne is her ability to, not only have an incredibly fast clear speed, but to help others clear camps without being there.
Broodlings Web can aid in taking camps and splitting the Gold and XP from them in order to clear them faster and allow your laner to get to the lane faster.

At the start of the game, you can place down Broodlings Web at buffs to "leash" your laners, this meaning you help them clear their buff, at the cost of Gold and XP being split between you, to help them get to lane faster, and for you go gain a Gold and XP lead over the enemy Jungler.

Using MATH, I've done some workings out on what different leashes you can do at the start of the game and how they benefit you and your laners:

Note: You need 308 XP to get from Levels 1-2 and 363 to get from Levels 2-3.

Standard Start

Place 1 Broodling Web at Green Buff.
(24.2 XP Gained)
Place 1 Broodling Web at Blue Buff.
(121.55 XP Gained)
Clear Yellow Buff.
(150.7 XP Gained)

Total XP Gained: 296.45 (Level 1)

Optimal Start

Place 1 Broodling Web at Red Buff. - Support & ADC Start Purple.
(75.35 XP Gained)
Place 1 Broodling Web at Blue Buff.
(121.55 XP Gained)
Clear Clear Yellow Buff.
(150.7 XP Gained)

Total XP Gained: 347.6 (Level 2)

Greedy Start

Place 1 Broodling Web at Green Buff.
(24.2 XP Gained)
Place 1 Broodling Web at Blue Buff.
(121.55 XP Gained)
Place 1 Broodling Web INFRONT of Purple Buff.
(54.8 XP Gained)
Clear Clear Yellow Buff.
(150.7 XP Gained)

Total XP Gained: 351.25 (Level 2)

Season 7 Start

Place 1 Broodling Web INFRONT of Red Buff.
(75.35 XP Gained)
Place 1 Broodling Web at Blue Buff.
(121.55 XP Gained)
Clear Clear Yellow Buff with the Mid Laner.
(82.885 XP Gained)

Total XP Gained: 279.785(Level 1)

The Equation for working out how much XP you get from a camp is:
(Camp Total XP + 10% of Camp Total XP) / (Amount of players shared)
And you can find the amount of XP camps give AND the amount needed to level up here:

- XP Needed to Level Up
- XP from Jungle Camps

Why is Arachne "Weak"?

The Great Depression

You're probably on this guide wondering why you should play Arachne.
Well, if you're looking for a good jungler with a lot of outplay potential then Arachne isn't for you.

Arachne's entire identity is that she catches people off guard and steals their leads to create her own. You're not playing Arachne to pop off in a huge team fight, you're playing her to sap away their attempts at a team fight by picking them off one-by-one.

This type of Jungler isn't really present in the current SMITE meta, and even when they are, Gods like Loki and Ne Zha do her job but better.

That being said, is Arachne's irrelevance her fault?

Well, yes.
As an Arachne main, even though I love the devious nature of her character, I do believe she isn't well designed, and should be reworked. Akin to Loki being reworked, her popularity will most likely spike as she's already pretty underplayed.


I posted this concept in the Official SMITE Discord Server a while ago when discussing Arachne in the current meta, but these are some rough concepts we thought of:

Reworked Ability 1
Arachne temporarily gains an AoE bonus to her auto attacks and a small burst of attack speed that diminishes over time. Deals bonus damage to jungle camps.
(Akin to Tiamat 1 and Bakasura Ult Autos)

Reworked Ability 2
Arachne fires a web sling shot (Akin to Nox 1) that she can recast, if she hits a wall she throws the enemy into it and stuns them. If she hits another enemy, they collide and both get stunned.
(Akin to Zac's grab from League of Legends)

Reworked Ability 3
Arachne places a next of spiders on a wall, if an enemy enters it's line of sight, a group of Broodlings Web will jump out and attack them. These Broodlings Web slow them and grant vision to Arachne of the target being attacked if she is nearby.
(Keeps similarities of regular Web but keeps it interesting)

Reworked Ability 4
Arachne attatches to a wall and can wall jump whilst in this state. Fires 3 weebs that banish Gods hit for x amounts of seconds. After the duration, Arachne jumps down at the target location, deals damage and slows.
(Very similar to Night Crawler but the ability to cling on walls and jump between them is more creepy and spider-like)


That's it!

If you've made it this far, a huge, warm, thank you for reading this guide!
It took me a day of on-and-off working to make it all by myself.

Arachne's concept is really fun to me, and after getting her to Diamond with a positive win-rate all throughout, I felt confident enough to publish my own guide teaching everyone how to play this sneaking little spider.

As of 06/10/2021, this is the only professionally made guide I have on my profile, the others being very niche and not well put together guides on Tiamat and Cernnunos Support, but if you're interested in that, go check them out or hang out with me in the Official SMITE Discord Server @ Vinonim👥#8578.

Now, Get out There! And Become the Gods you were mean to be!

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VinyDMD | October 8, 2021 7:13am
A few things I missed in the guide, but didn't feel they were necessary enough to make a dedication section to:

"Why would you take beads?"
    Beads hives Arachne a way to immediatedly cleanse crowd control and ult in order to escape, it's a lot safer to burn both resources than to pre-ult a crowd control and play a guessing game. Beads is also so common in SMITE in general as every character has either a form of hard CC, or soft, so taking beads on any God is always worth it.
"Can she take other relics?"
    Technically? Yes. You can run Aegis, Beads, Sundering Spear, Horrific Emblem, etc. Should you take them? Well, it depends on your situation; if you're playing in an even game against Gods that you know will be able to shut you down, I'd much rather take Beads as a safe option in case I get shut down. If you're confident against the enemy composition, you can really take anything if you're so sure about it.
"What about Meditation?"
"Your synergies and threats only cover mages and assassins, is there anything else?"
    Of course. The reason I primarily included this is that you're going to be going through midlane a lot and trying to synergise kills with your mage. The fact that Arachne is primarily 1v1 based focuses more on your matchup against the enemy jungler so those are the two I covered. Basically, if a God has a good amount of crowd control to shut you down, good enough movement options to downright ignore you, or the ability to prolong a fight for their teammates to join in, then it's best to avoid them.
Branmuffin17 (361) | October 8, 2021 9:47am
Hey VinyDMD,

I had been thinking about writing up a quick tips and build guide for Arachne, but I already have too much on my plate so I'm glad someone else did.

That said, hope you're willing to make some adjustments or at least some alternatives. Will provide some points, discussion appreciated.
  • Starter: you say Manikin Scepter isn't talked about, but it's been OP for some gods for some time. When it gained its sustain, even with some nerfs to balance, it's been a good, well-rounded aggressive item. I think it's in a good spot now, but this item has been popular for her for a while (the most popular starter by far for her I believe).

    That said, I do still feel Eye Of The Jungle is a viable starter and it would be nice to see it somewhere as a listed option. While you won't get as much early aggression from the burn damage, the attack speed in general is nice and you'll get what I'd consider to be more consistent health and mana sustain (at least while you're in the jungle). The added vision is also nice especially if you're able to steal enemy camps. Also, it costs 100 gold less, which can allow you to get HoG + potions rather than just HoG.

  • Hand of the Gods isn't necessarily needed. It's nice to help you get to mid-lane more quickly and for a potential early mid-gank attempt at the beginning of the match, but having no potions at the start is likely to see you have to back a lot quicker. There should be an option or at least a writeup on viable alternative starts.

  • Agree w/ Golden Blade as first main item in most cases. Her clear is atrocious. However, I believe Ichaival may still be a viable 1st item. The crazy attack speed and high power (even if nerfed) is still very strong for her early aggression. I don't think you need to list Ich as a 1st item option if you don't want to though.

  • Your next item is Hastened Katana. I believe Stone Cutting Sword is the more viable item at this point. It's a bit cheaper and the protection reduction is going to be nice for your damage potential against the squishies. It's not that Hastened Katana isn't a nice item, but typically at the earlier stages, you'll rely on your Webs and / or Blink Rune to keep enemies close. If all enemies have high mobility and can counter slows, okay maybe. But otherwise, I would consider this a later-game situational option, and not a "core" item.

  • If we're looking at your core items then, I would replace Katana w/ Qin's Sais...I would consider that more core due to her quick attack progression.

  • If it gets to late game, you would probably consider replacing Golden Blade with another item. You can keep it if you want (helpful for pushing waves and whatnot), but other items will do better for your PvP damage.

  • No offense, but I don't like your "Power Arachne" build at all. If you're really looking to offer a power/pen ability-type build, okay, but Exe doesn't fit there that well, and BBS should probably be an alternative to Crusher, which probably isn't that strong of an item on her to start.

  • For skill leveling, you can optionally point-skip at 8, maxing your 1 and putting a point into your ult at 9.

  • You should be leveling your Web before Cocoon. The AS in Cocoon is nice and yes the stun increases a bit (a very little bit), but the slow duration on Web and the slightly additional damage is probably going to be more helpful.

  • I'm confused under your Web writeup what you mean by 8.9 not having your broodlings take aggro from camps. They still do. If you're talking about 8.10, here's the change I think you're talking about:

    Jungle Bosses that move will no longer be bodyblocked by god pets (like Arachne’s spiders or Bastet’s cats).

    That's bodyblocking, not aggro.

  • Some additional ability tips:

    - Don't always use Venomous Bite when you're attacking an enemy. Since it provides a heal aspect, you may look to hold it for when you start taking damage to get more use out of the heal.
    - Since Cocoon provides a stun, if you're not targeting a squishy specifically, you may want to use the ability on a god that channels a troublesome ability, as it will interrupt the channel.
    - Probably obvious for most, but Web can be great to shake enemies chasing you. If you're retreating, you can turn and quickly throw it behind you, or you can throw it in front of you in a narrow jungle corridor to give yourself a short MS boost, drop any slows that are applied, and still make the broodlings provide an additional slow when the enemy moves through the web.
    - Your intro to Night Crawler is awkward. I don't think most people think of Web as an escape tool as its first and foremost function. I would honestly drop that portion of the discussion.

  • Under your "Map Presence" chapter, you mention that Arachne is one of the most hated gods, and your reason is due to her clear gimmick. I don't think it's that at all. Rather, she's a pubstomp god. At lower levels when people are more easily caught 1v1 and don't know how to counter her / get away from her, she can steamroll early. But as skill level increases, she will rely more and more on getting a good matchup to do well or needing to pick her engage times more carefully. The other aspect is, she's not a good teamfighter. She's pretty much just a 1v1 god. She brings very little to a bigger fight late-game unless she's able to catch enemies in the backline.

  • Good added topic on using webs in the jungle to interrupt enemy movement / flow and provide vision. That said, and this may feel a bit nitpicky, but I think some of your locations aren't optimal. I know you probably meant these locations as general examples, but I've marked up really quickly to give a few slightly different locations. As an added suggestion, rather than a circle (which might be a good shape for something like wards), I think a line, which simulates the placed shape of the web, will be more functional to show readers the direction of the web placement.

  • Leashing camps: I think your start suggestions could be improved. I really don't think you should be recommending placing early webs on your Solo's Mana buff or your Mid's Damage buff. Mana buff can typically be handled just fine by the Solo, and the Damaqe buff is covered by both ADC and Mid, and you taking (stealing) some of that farm hurts their early leveling and will not endear you to them. If the Solo has **** early clear, than fine, you can place one over there if they're cool with it, but otherwise I'd just worry about your own camps.

    You should never drop a Web on the Support buff. You're not going to be there to help clear it, your 2 broodlings won't clear it on their own, and it spawns at like 0:35 which is way late.

    One other thing I'd mention, especially if you get Manikin Scepter as your starter, is that you can get 3 webs out, quickly back and fill up your mana (which if you drop 3 webs will be right around 1/2 mana), and get back to the Jungle camp right before it spawns. (FYI if you get Eye Of The Jungle instead, then you'll find yourself with almost full mana even after throwing your webs.) You want to purchase your items quickly at the start (< 5 sec from the start of the match), then start running out. You should always get your first one down on the Jungle camp. Then if you're dropping elsewhere, you can move there while your Web is on CD.

    Here are the 2 main starts I would suggest:

    1) If you get HoG: 3x on Speed to clear ASAP, HoG and clear large harpies, run to mid.

    2) If you don't get HoG: 1x Web on Speed, 1x on large harpies, 1x on Speed (then back for mana if you got Manikin).
Would like to hear your feedback on all of this.
VinyDMD | October 9, 2021 9:23am
Thanks for the advice, I'll look into tweaking it a bit and a lot of what you said is downright better than what I've put, obviously I'm not really a high levelled player, let alone a pro, so I wanted to just make it based on my own experience. That being said, I do want to address a couple of your recommendations:

- The first of all being Eye Of The Jungle as a potential starter item.

I do feel like Eye Of The Jungle is fine, but I, personally, have never opted to take it on any Jungler. I recognise that it's a good item, but it feels lacklustre to me. The vision it gives isn't a good passive in comparison to the other jungle items and the attack speed is the only factor as to why you'll take it. With how the build pans out, you're going to be hitting the attack speed cap anyway, so this item's one redeeming quality won't be as dominant late game, where as Manikin Scepter, not only gives you the heal that Eye Of The Jungle doesn't, but also gives you the physical protection to take early duels, the basic attack damage with is stellar on Arachne, and the burn which aids in her damage significantly.
I don't disagree that Eye Of The Jungle isn't an alternate, I just don't see any reason to take it over Manikin Scepter. I understand that it's good, but I don't have enough experience and reasoning to experiment with it over the other options.

- Secondly, the options of Leashing I showed.

I do want to note that I showed all of those starts in the perspective of only benefitting the Arachne player, which, obviously, isn't something you'd primarily do in high levels of play, the other thing being picking Arachne in the first place. I've tested all of these starts and all of the laners still get level 2 off first wave, the difference in splitting red with an ADC vs splitting it with the Jungler is literally zero, and doing so won't hinder anyone. The only issues with these starts, aside from the notable ones that I used as examples that don't really benefit anyone (being the season 7 start) is the solo splitting farm, but they still get level 2 off first wave, so as long as they're playing with an Arachne in mind, they'll be fine.
I do think this segment of the guide was the most controversial as there's a lot of point of views where you can criticise it from, but I feel like it's a simple understanding of what Arachne does and showing people some examples will help them experiment themselves and learn better ways without just read a script off a guide.

- Thirdly, the itemisation.

You suggested replacing Hastened Katana with alternatives, and I did say that in the guide, but I find Hastened to be a justifiable item to take. Yes, it may not be the absolute best, but Arachne has a lot of attack speed items to choose from and they all fit different situations. You also said Qin's Sais should be more of a core item, and I did suggest building it in the final slot in the core unless they're something mandatory you need. As for what order you buy the Katana in, that also needs to fit the situation, I've played games with Stone Cutting Sword before Serrated Edge and vise versa. What's nice about that build is that most of the Katanas can be experimented with in many different ways. It's a good starting point for those who want to play Arachne and all-in-all a fine starting build, in my opinion, I've seen a plethora of people with many different views on what order items should be built on her, so having this as the standard and letting people experiment is fine with me.

- Fourthly, the ability usage.

I find what you've said to be fair, but like I said, I'm not exactly a high-skilled player, so doing things like skipping abilities to upgrade others isn't something I really do, merely out of the habit of wanting to press the big shiny button.
As for what you've said about particular abilities, I find a lot of it to be a bit redundant, suggesting to use a heal when needing it is self explanatory, along with stunning people who are channelling, but the fact that I haven't involved it is primarily my fault, so I will take the blame for that.

ALSO, the power build and comment about her gimmicks were primarily comedic and not to really be taken seriously. I hope you understand that about her gimmicks, but I can understand how people will take the power build seriously, but obviously it's not the core build so it won't be the thing dragging people's attention to when learning the God.

I hope I've covered most of the things you've said, if there's anything I've missed or things you desperately want me to add, then I most likely will.
I wanted the guide to have a primary focus on people who are entirely new to Arachne, or are learning her and maybe have a Mastery up to 5-6, what I've done here, I feel, covers that fine, but it's all up to interpretation.

THAT ALL BEING SAID, I have made some changes based on what you've said, and I'm glad to see someone willing to give a hand. :)
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