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The Night Terror - An in-depth guide to Camazotz | 3.25

7 4 127,192
by tradtrad updated January 30, 2017

Smite God: Camazotz

Build Guide Discussion 8 More Guides
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Tap Mouse over an item or ability icon for detailed info

Camazotz Build

Final Build (Example)

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Void Shield Void Shield
Build Item Bloodforge Bloodforge
Build Item Hydra's Lament Hydra's Lament
Build Item Magi's Cloak Magi's Cloak
Build Item Hand of the Gods Hand of the Gods
Build Item Ward Ward
Build Item Sentry Ward Sentry Ward
Build Item Purification Beads Purification Beads


Build Item Boots Boots
Build Item Bumba's Mask Bumba's Mask
Build Item Ward Ward
Build Item Multi Potion Multi Potion
Build Item Hand of the Gods Hand of the Gods
Build Item Purification Beads Purification Beads

1st Back

Build Item Warrior Tabi Warrior Tabi
Build Item Ward Ward
Build Item Mana Potion Mana Potion

Core Items

Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Void Shield Void Shield

Defensive Opions

Build Item Hide of the Urchin Hide of the Urchin
Build Item Shield of Regrowth Shield of Regrowth
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Genji's Guard Genji's Guard
Build Item Magi's Cloak Magi's Cloak
Build Item Runic Shield Runic Shield
Build Item Spirit Robe Spirit Robe
Build Item Shifter's Shield Shifter's Shield

Offensive Options

Build Item Bloodforge Bloodforge
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Titan's Bane Titan's Bane
Build Item Transcendence Transcendence
Build Item Heartseeker Heartseeker

Possible 2nd Relic

Build Item Blink Rune Blink Rune
Build Item Phantom Veil Phantom Veil
Build Item Aegis Amulet Aegis Amulet
Build Item Cursed Ankh Cursed Ankh


Build Item Elixir of Power Elixir of Power
Build Item Sentry Ward Sentry Ward
Build Item Potion of Power Potion of Power
Build Item Healing Potion Healing Potion

Camazotz's Skill Order


1 X Y
2 8 11 12 14

Vampire Bats

2 A B
Vampire Bats
1 4 6 7 10


3 B A
3 15 16 18 19

Bat Out of Hell

4 Y X
Bat Out of Hell
5 9 13 17 20
2 8 11 12 14


1 X
Camazotz screeches loudly and launches a sound wave that pierces through minions and deals damage.

If the screech hits an enemy god, the sound wave will echo. If Camazotz is hit by an echo, he gains vision of the god that was hit by screech for the next 15s and gains bonus Physical Power for the duration.

Ability Type: Projectile
Damage: 90 / 135 / 180 / 225 / 270 (+70% of your Physical Power)
Echo Buff: 10 / 15 / 20 / 25 / 30 Physical Power
Range: 70
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 13s
Vampire Bats
1 4 6 7 10

Vampire Bats

2 A
Camazotz commands a swarm of bats to fly out and attack a single target, damaging and slowing them by 30% for 3s and then carrying back a heal.

If the target was a Large Jungle monster they will be marked and Camazotz will receive a heal as well as a stackable Vampirism buff that lasts 300s and persists through death. Marked monsters will not provide Camazotz with another stack of Vampirism.

Ability Type: Projectile
Initial Damage: 70 / 110 / 150 / 190 / 230 (+80% of your Physical Power)
Damage Over Time: 5 / 10 / 15 / 20 / 25 (+5% of your Physical Power) every .5s for 3s
Total Damage: 100 / 170 / 240 / 310 / 380 (+110% of your Physical Power)
Heal: 20 (+100% of your Physical Power)
Buff per Stack: 3% Physical Lifesteal and Increased Healing
Max Buff Stacks: 3
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
3 15 16 18 19


3 B
Camazotz Leaps forward dealing damage on impact and healing himself per enemy hit.

Ability Type: Leap
Damage: 80 / 140 / 200 / 260 / 320 (+75% of your Physical Power)
Heal per Hit: 8 / 16 / 24 / 32 / 40 (+25% of your Physical Power)
Range: 45
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Bat Out of Hell
5 9 13 17 20

Bat Out of Hell

4 Y
Camazotz flies into the air for the next 4s. While flying, he may swoop forward to deal damage. He may do this up to 3 times, landing on the 3rd time. Hitting more than one enemy god in a single swoop will deal increased damage per god.

Ability Type: Flight
Damage per Hit: 100 / 145 / 190 / 235 / 280 (+35% of your Physical Power)
Bonus Damage: 10% per God
Range: 35
Cost: 100
Cooldown: 90s

Who am I?

Known as EpilepticRabbit or tradtrad100 amongst the online community I have written numerous guides for league of legends champions such as Tahm Kench, which received 1 million views, a guide for Trundle which has 600k views, I would say that I am in a good place to start, for a God build in Smite.

An avid player of ranked I reached Plat 1 in League of Legends I went from Bronze 3 to plat 1 in 3 seasons, before moving over to Smite where I hope to do the same.


Magi's Blessing

Introduction to Camazotz

A short extract from his lore telling the story of Xbalanque and the death of his twin Hunahpu.

Once before, when the hero twins, Xbalanque and Hunahpu ventured to the Xibalba, stumbling blindly into the blackness of his cave, did Camazotz defeat a God.

The bat of the night, waiting for his prey, waiting for the correct moment is key as you can do a large amount of damage in a given situation if you play your cards right. An assassin with an arsenal of weapons to fight his foes, with some mobility, little utility, and A LOT of healing. This is the reason why you would pick Camazotz over other assassins, his healing and preservation. Due to the nature of his playstyle he will have a tendency to fall off as he will snowball early and then play to kill 1 target in late game as his main damage ability is single target.

Pros and Cons


+ High base damage
+ Good scalings
+ Very high sustain
+ Bat Out of Hell makes him immune to crowd control
+ Strong jungle clears
+ Non ward vision
+ Cool voice

His main strengths lie within his ability to take out targets swiftly, heal back up and go back to jungling without being noticed.
- Lacks CC
- Very squishy
- Tends to fall off compared to other assassins
- Has no proper AOE damage
- Hard to master
- Unlike other assassins, struggles to get through walls and has generally low mobility

His mean weaknesses is that he can be bursted down and dived early, meaning fights will have to played perfectly where every auto attack going both ways counts; even more so late in the game.


Bumba's Mask: This item is what you want to buy since you will be jungling, it is essential as it gives you and gold for shared jungle clears and that is very important for getting gold at the start, in addition it means you will be able to tank more hits for your laner in the jungler and helps you sustain in general when jungling.

Warrior Tabi: These boots are quintessential over all the other boots available, due to the nature of your kit which gives you 4 damaging abilities you need as much physical power as possible.

Jotunn's Wrath: There's a reason why this item is staple on almost every physical damage God, it is because it gives a perfect mixture of stats from cooldown, damage, armour penetration and even mana which is awesome. You will want to buy this every game

Void Shield: This item is very strong against physical teams and is good in early skirmishes since it reduces damage from enemy auto attacks in addition to their hunter, jungler and usually solo. It is also a pseudo armour penetration which you don't have to be too close to proc so it will increase your damage dealt indirectly.

Some of the other items explained

Shifter's Shield: Another staple item on warriors and fighters as it switches it's usefulness depending on your health, hence the name. This is good because it allows you to fight when you need and defend when you need giving a nice mixture of stats, however you may want to build a cloak with this.

Hydra's Lament: This is cheap and causes heavy damage in early game as well as scaling into late game due to it's passive, in addition to that beautiful mana regeneration which you will run quite low on due to your ability kit.

Bloodforge: I personally like this item due to the clutch nature, you can kill someone get a shield, some movement speed and bail out. The lifesteal it gives is very useful, however what you buy this for is the immense 75 physical damage it gives which is monster.

Transcendence: This item is good if acquired early as you can scale it quite well, once you buy Morningstar you can still build it into Hydra's Lament if you start falling behind or just choose not to build it, however it does give quite a bit of physical damage, especially with Jotunn's Wrath and Hide of the Urchin who's mana(s) contributes to the damage.

Genji's Guard: This is good if they have an Ao Kuang in the jungle or a triple magic damage composition. It is also very good in trades involving the enemy midlaner.

Runic Shield: A great anti mage item as it reduces their strength and their attack speed. This means that they are less effective than you in every way, in addition to this it gives you more physical power.A perfect item when they have a mage like Ra in the solo lane or Chronos/ Freya in the carry role.

Heartseeker: A perfect item for when your behind, it is very cheap, and if you play correctly you can use it's power spike to your advantage to try and pull yourself back into the game with it. The power buff works nicely with your Vampire Bats buff from buff holding monsters.

Cloak Faceoff




Magi's Blessing
Magi's Blessing is one of my favourite defensive items, this is because not only does it stop the crowd control that it going to hit you, but also gives you 1s of cc immunity, this may not seem like a lot but especially at lower levels where players just stack cc instead of chaining it, you have a good chance of mitigating more than one spells crowd control effect. Late in the game this can keep you alive if you misstep, however the downside is that it is quite weak in terms of raw stats and it won't save you if you do get caught.A tip is to always let it go down before using Purification.
Spirit Robe is pretty good of a solo defensive item due to the passive, however it works even better when paired with one of the other cloaks, it gives you indispensable crowd control reduction as well as cooldown reduction which can help you hit the cap of %40 (With Jotunn's Wrath and Hydra's Lament The damage mitigation after crowd control is very useful with Magi's Blessing and the stats go well with Hide of the Urchin.
Hide of the Urchin is situational, the thing is it works very well if you are falling behind and can't quite get those kills, since you may get assists with your other spells or just a proximity assist, however it does cost quite a bit and the items that build into it are quite expensive for t2 items. It does give the best raw stats however which are only improved further by getting assists. The mana will contribute to damage with Transcendence. The downside is that as an assassin you are lumping quite a bit of your early gold into defenses and going down this path usually means you will have to build a second defensive item and play like an offtank


There's an ugly map here hehe xd

Spoiler: Click to view

General Warding

I cannot stress how important this is. Every single time you recall to base, if you have an inventory slot empty, and you have 100g left, buy 2 wards and place them when your previous 2 expire. If you are going to contest the harpies around mid you should ward the side of midlane closer to your tower. Other than that you can ward your side lanes near your tower and hogs to prevent them from being ganked, however remember you can only place 2 at a time, includinng Sentry Wards. You should tell your laners to ward or just use "VQN" and "VSQQ" to indicate your intentions. As a team, you should always have 5 wards on the map at any given point + 2 sentry wards. Wards reveal players in the area, and they even ping on the minimap. They can stop the effective of ganks from junglers who don't have stealth or an ultimate like Thor or Thanatos. This means that you starve them of gold and experience which they could've been getting if they got the kill or just kept farming the jungle. And I can tell you from first hand experience how annoying it is when I bother to walk all the way to a lane and they just sit at tower and then I have to walk back losing even more time. It's all about mind games.

Warding To Contest

You want to ward Gold Fury from when it spawns to about 30 minutes, where the gold lead becomes irrelevant. It also allows you to spot enemy wards on gold fury. The problem is they have the same idea, so there will be a constant vision war, and usually whoever wins it gets more objectives.
Fire Giant Should be perma warded with a sentry ward in an even game or ahead game 15mins+ to prevent the enemy from doing it, or to stop them from seeing you do it.

Crash Course To Abilities (+Tricks)

Essence Drinker (Passive)

Healing pools on death spots, increased lifesteal and self healing. no one but you can see these, however it is obvious where they are if you are standing still and healing or moving around the same spot.

Screech (1)

Linear skill shot which passes through minions and jungle camps and bounces off Gods, if rebound caught reveals the God's hit. This is good for clearing jungle camps and minion waves, make sure you catch the echo when you hit a god as it is beneficial.

Vampire Bats (2)

Linear skillshot releasing bats which stop on first target hit, dealing massive damage over time, the bats return to you healing you. If you hit a god you will melt them if you're not behind, if you hit a jungle buff and you attack it, you get a physical buff bonus which you can stack up to 3 times, lasting 210s. This spell works like Sun Wukong's Magic Cudgel in the way that you can change adjust the direction of the projectile after being casted.

Devour (3)

A short jump which heals you based on enemies hit on landing. This is your escape so try not to use it offensively unless you have to, it doesn't go over many walls either so be aware of this.

Bat Out of Hell (4)

You fly into the air becoming immune to crowd control, for a short period your attacks are swoops in aimed directions, this can be done 3 times, and cancelled early with right click. This is a great escape, but it actually fools you into thinking you move quick, due to the animation reset which loses you time, you can't actually catch that many people with it.

Ganks and Fighting


Your passive Essence Drinker is why your sustain is so high, you have a built in 5% lifesteal and self healing increase, in addition any deaths by any Gods on either team spawn a pool at the place of death which you can heal on if you move around, this can restore up to 20% of your life and mana, if you stand still this regeneration becomes quicker. These pools stack so if you stand on 2 at the same time you get double the healing.

As Camazotz you want to try and land your 2 on buff camps at least once to get the physical power and lifesteal buffs. When fighting someone who you will fight you bad start with your Vampire Bats (2) so that you can bank on your heal to help you, it will also be able to be used twice in longer fights, note that this stops on first target hit including minions and jungle camps, so you may have to use your Devour (3) to land it safely.

The thing about your Vampire Bats (2) is that while it packs a punch, it heals you and it can give you a buff, it is very hard to land as it is a linear, thin skillshot which stops upon first target hit. This means that if mispositioned even slightly and you lose a massive portion of damage. Consider backing out of a fight if you miss this.

If someone is low and you want to chase them, close the gap with Devour (3) and then apply your Screech (1) and try to catch it, which will allow you to see the enemy like if they were standing on a ward, this should also reveal invisible units, however I haven't tested this yet. Then you can use your Vampire Bats (2) and follow with your ult Bat Out of Hell (4)


Applying the previous principles, your ganks will follow a similar pattern however due to the shortness of your leap, you will not be able to traverse many walls and may have to use Bat Out of Hell (4) to come into the lane around a wall. You may want to tell your laner to initiate a fight and pull them towards your tower so you can move in behind them while auto attacking them whenever you can, however BEWARE OF MINION AGGRO.

Things to watch out for

As with every character there will always be some downfalls and things that counter you, which is why you need to be wary of these, and how to counter or avoid them if necessary.

Now given that you are a character who relies on healing you can expect someone on the enemy team to get Curse, Brawler's Beat Stick or Divine Ruin. This means you should know when to fight or avoid them. Sprint is good vs Curse, especially for your team as it negates the slow portion. Gauntlet of Thebes partially counters the healing debuffs.

Another problem is your lack of mobility and cc, and therefore stickiness. This means you must be behind the enemy when ganking to give you some extra time to decide your plan of action, if you already don't have one. This also makes it harder to escape as you cannot jump walls or get that far away, but you can cancel some crowd control with Bat Out of Hell.

Another thing you should watch out for is enemy wards. You should be especially careful when ganking, counter jungling, or doing objectives in the jungle. Try to get your laners to drop a pink ward in the enemies jungle/behind them on the side of the lane which simultaneously wards both. Worst case scenario buy one yourself, and you may discover a ward, kill it and rush in; or come back later when you know it isn't warded. You get 50g for killing a ward so that means sentry wards actually cost 70 gold if you destroy and enemy ward. This cost becomes even less insignificant if you kill the enemy laner.

Change Log and Acknowledgements

Great thanks to:
Branmuffin17 - For indepth review of guide, giving help with BBCoding and replying to messages swiftly to help improve the guide as quickly as possible.#

Change Log:
13/06/2016 - Updated divider links as they were taken down on site which I uploaded them to. Added new descriptions "The Cloaks" and "Things to watch out for" sections. Updated item build, build paths, descriptions and coding.

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dickwraith101 (1) | October 17, 2016 6:53am
I love how pink ward slipped out, its how i know you played league, also, i main kench, so props to you.
tradtrad | October 18, 2016 2:19pm
Haha yes xD. I had to try so hard to remember to put everything into Smite terminology, honestly that was the hardest thing, like Physical Power/AD, Physica/Magical Protections and Armor/MR. I guess I will keep it in there as a reminder. Also here is a link to my TK guide, it is outdated but some of the information is still useful.
Branmuffin17 (365) | October 12, 2016 1:48pm
Hey tradtrad,

Can tell you're familiar with guide-making, and welcome to SF. What you think of Smite compared to LoL?

With regard to your build...well, understand that I haven't even played him yet, so my feedback and opinion doesn't have any direct experience on him behind it.

That said, here are the basic points as I see it:
  • Camazotz is definitely an ability-based Assassin. Hence you considering Jotunn's Wrath and Hydra's Lament as core items. With this in mind, although crit items often provide good power (e.g. Malice and Deathbringer), they're probably not the best idea for this god. Including Warrior Tabi, that's 3 item slots taken up already. You'll want more focused penetration from some item, and at least 1 protection item is important for most I just don't see them fitting well.

  • Further to the crits, usually, to max DPS from crits, you want Deathbringer as the 2nd crit item. If you DO build crits, I thus would probably not suggest the combo you list. Since it looks like he only has 1 CC ability (and it's only soft CC slow), Poisoned Star might be functional, though its crit chance and power are lower...still, the passive damage decrease can also be helpful if you do need to duke it out while abilities are on CD.

  • I'd suggest Jotunn's Wrath as the 2nd item, definitely before Hydra's Lament. Although it's a bit more expensive, it's going to be more functional'll be your first item with any penetration, and the 5% higher CDR, although minor, is useful. More specifically, though, I suggest Hydra's Lament be delayed a bit (maybe 4th or 5th item? I dunno) because the extra damage it provides from the passive is more functional the more power you have. Earlier in the build, that extra damage won't be too much. If you'd really want the CD, you could consider getting Hydra's Star 3rd, then working on another item before finishing it as Hydra's's only 1,000 gold so is pretty efficient, cost-wise, and provides 10% CDR and a weaker version of the passive.

  • Lifesteal...I'm not sure how necessary or good this is for him. He's already got 2 abilities with a bit of healing, and all physical lifesteal items require basic attacks to get the benefit, while this build is focusing mostly on abilities. Bloodforge is also really expensive, and can put you behind at that stage of the game. Yes, the power is great, and the blood shield can help keep you alive after you get a kill...but think there might be better items for him at this stage of the game. Make sense?

  • Penetration: You have Void Shield in your example build as item #5. Although it's pricey, this is a great item in the early-mid game, though the stats tend to fall off a bit in the late game...the power and protection are good, but the passive 20 protection reduction is pretty low at that point. That + Jotunn's (combining essentially for an effect equivalent to 30 pen) may be fine if you're attacking glass cannon Mages and Hunters, but you're going to find significantly reduced damage vs. anyone building some protections. If you do build this, it should probably be as item #2 or 3, specifically to counter a physical Jungler + other enemies. Otherwise, you should probably consider a strong solo pen item like Titan's Bane.

  • Protections: Your protections consist of Void Shield (previously mentioned) and Magi's Blessing. Combined, you'll get blown away by a Mage, as unfortunately Magi's just doesn't provide much magical protection at all. I've heard Cama is best when he's got some protections, sort of like how people build Thanatos. Thus, I would then suggest considering a single balanced protection item like Hide of the Urchin. It's the strongest all-around protection item with both good magical and physical protection, along with some health to increase your total effective health. I understand you liking Magi's for the passive Purification effect...and if you really value that and find it effective, by all means use it.
Based on all of that...well, I'm not trying to write the guide, and am not looking to offend...and again, don't have direct experience with take with a grain of salt...but this would probably be how I'd build him standard...
  1. Bumba's Mask + Boots + potions
  2. Warrior Tabi
  3. Jotunn's Wrath
  4. Hydra's Star
  5. Hide of the Urchin
  6. Finish Star as Hydra's Lament
  7. Titan's Bane
  8. Sell Bumba's, get Brawler's Beat Stick or Bloodforge or Shifter's Shield
Curious to see what you think here. In any case, hope this helps!
tradtrad | October 13, 2016 9:28am
As to answer your first question to do with Smite and League, I have found many comparison points, the obvious ones first is that Smite is in a different camera angle, and it has much better in close graphics, which in turn causes your computer (or in my case laptop) work more and causes fps drops in fights. For the gameplay I find league better but that's because it is more consistent and more predictable. This makes it easier to make judgements on situations as they will occur similarly more often than not, such as auto attacks will always land etc. However in Smite everything is a skillshot apart a few lock on stuff like Ao Kuang's King of the Eastern Seas. In addition to this I find the gameplay much much more exhuasting for example I could play League of Legends for 16 hours without a break easily since laning phase was so long you could just rest, whereas in Smite it is much much quicker-paced so you always have to be on high alerts with VPS and your minimap, so you get punished much more which leads to a more competitive environment, which is a shame because many people don't see it that way.

Yes I will work on removing the critical strike build since it does seem to be pretty inefficient, overall, since I did do quite well with them over some games but they seemed to be anomalies.

Reviewing what I put as the item's I will agree that Jotunn's Wrath should be swapped with Hydra's Lament which in turn will be swapped with Void Shield, leading to it being in 5th place and Void Shield in second.

However I will firmly stick with my choice of Magi's Blessing over Hide of the Urchin since it will be more about you for Magi's. This is because if you are playing an assassin and you get caught by a mage or a hard crowd control spell, it won't make a difference whether you have 300 extra hp and some resistances, the fact of the matter is, if you get caught you die.

That's how Magi's Blessing is better. On the other hand if your solo laner or Guardian are relatively squishy you may have to build Hide of the Urchin especially if you are getting assists. At this point you shouldn't be building expensive item's and should probably stick with Hydra's Lament early as it won't drain your little gold. This paired with a second defensive item such as Shifter's Shield will allow you to become a sort of off-tank.

Lastly the reason why I didn't put Hydra's Star on the list is that you have to build it into Hydra's Lament if you do, whereas with Morningstar you can still change it to Transcendence. However if you are set on building one specific item, you can itemize into it straight away.

As always, thanks for the review :)

Branmuffin17 (365) | October 13, 2016 9:55am
Awesome, thanks for the feedback on LoL...although it's more fast-paced, it sounds like you're having a lot of fun with Smite.

I can appreciate you sticking to your guns with Magi's, and your explanation is solid. I'm still not sure I'd build it on him in most situations, but at that point, it's personal preference...I just almost never build that item.

Not sure how it might fit in, but been hearing that Shield of Regrowth is also a functional item on him, since 2 of his abilities proc the passive. If you did build it, thinking it would take the place of Void Shield, but you'd still need a strong pen source of some type to replace that which Void provides.

Anyway, appreciate your positive attitude and for contributing to the site!
overld1 (18) | October 12, 2016 12:58pm
Just a quick comment Bat Out of Hell can't go over walls and Devour could only jump over walls at certain angles. So Camazotz is one of the few assassins that can't go over walls.
Vroomvroom123 | October 11, 2016 3:34pm
Hey man this is a solid guide especially for a new God. There is just one thing in your build that I would fix and that's defense. I wouldn't run Magi's Blessing in a main build, unless like you said you go up against a Neith or any strong CC Gods.
tradtrad | October 12, 2016 10:28am
Yeah it's mainly against the characters who have a long range cc who can catch you out and cause you to die just before a teamfight or in a skirmish or something similar.
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