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bumbas dagger: procs twice on the magetsu part of your passive. This will allow you to stay extremely healthy in terms of hp and mana in the jg.
soul eater and jotunns: 30% cooldowm, 20 flat pen and load of life steal gives such a strong power spike. rush over brawlers even in teams against healing.
shadow drinker: was first picked up for the flat pen but stayed for the passive. this item allows you to slippery and really fast during ganks and team fights.
brawlers: get before shadowdrinker for teams with healing like Ra, herc, etc. you always get this item since it has flat pen. its never entierly useless as you will always counter something on the evemy team such as hunters stacking devos and people who the red tiki lifesteal to their buff.
serrated edge: % pen is somewhat needed as the squishies might be near their support which will be building prophet, thebes or sovereignty.
bumas spear: rounds off the build by providing full cooldown, more pen and power.
Maxing the kusarigama 2nd with this build will allow it to hit hard since it scales really well with physical power and flat pen since it hits multiple times. However you can max caltrops second for better self peel for catching up to enemies better wince it upgrades the slow. I would be careful maxing calrops into matchups like ra or kuku mid where they have slow immunity in their kits.
This first started out as a meme build back in season 8 when I thought to myself: "what if I skip on heartseeker and delay the % pen items. im going to be focusing squishes anyways and let my mage or hunter deal with the tanks." This resulted in creating probably one of my most favorite for fun builds to play in smite right next to bruiser ah puchers.
does it have competitive viability? maybe. it is fun? absolutely!
Ive tried similar builds on many characters due to how entertaining it is to one shot ppl with flat pen. i found tsuki to be the best fit for my flat pen strat due to high ad scalings on his 2 and ult and his ability to translate that into healing.
lastly, it might be asked: why no hydras? hydras was replaced to give as much flat pen as possible which in turn leads to tsukis abilities hitting super hard in exchange for the enhanced autos.
CHECK OUT NOTES SECTION IN THE BUILDS FOR DETAILED DESCRIPTION OF ITEM CHOICES.
bonus short story:
I had a recent game where I hit my full ult on rama with this build resulting in 1972 physcial damage!
early game:
for patch 11.1 clear go
speed + red with mid laner
2nd speed solo
chest camp
then gank duo or mid or sit mid to help clear side exps
mid game:
prioritize tiki camp as it will buff everyone's camps including your own
tiki mini guide:
red- 10% lifesteal
blue- 10% cdr
purple- 10% attack speed
yellow- 5 flat pen and percent pen
green- 10% hp and mana
priority for buffing your speed is:
yellow > blue > red > purp > green
yellow and blue tiki buffs are most useful as yelow caps out the 50 flat pen and blue gives 40% early to mid game. red it somewhat useful in survivability.
when going for ganks ask yourself? "can we kill here?" or "is there a lot of enemies here" if not dont bother ganking and farm up camps. if you're outnumbered during a gank because the enemy supp and jg is there but your supp isnt there then learn to pull back. you want to give your laners a lead whether it be securing a kill or securing them extra gold like the side silver camps. its better to have 3 good ganks resulting in a plus for you or the laner than to have 3 bad ganks where it puts you behind in gold and exp for you and your team or even worse results in a death.
contest blue, red and purple when enemy laner or jg is there as losing those buffs can put your lanees behind.
farm green and side mid exps if no one is taking them or if laner is gone.
playing jungle is learning the balance between farming and ganking.
late game: after 20+ minutes group up with your team and form the buddy system. look for picks on important targets such as the enemy jg, mid or adc. avoiding going past your red/green buff if you don't know where the enemy is especially if you dont have wards or someone with you as it can result in a 40+ second death timer which snowballs into phoenix or Fire giant being secured for the enemy.
Pros for build:
high movement speed: items like shadow drinker, serrated edge and jotunns vigor make you really hard to catch and allow you to chase enemies as well
high healing: ulting with soul eater and vigor when your low leads to sequences where you do hundreds of dmg to the enemy while also healiung a large portion of your hp bar.
high damage: ults on squishes mean instant death without aegis and abilities like shuriken and caltrops with this build lead to high poke damage which force ppl to reset or set up for a kill.
cons for the build:
anit heal: it exists and counter two important items those being soul eater and jotunns vigor.
low defense: although you have healing you do not have defense items like mantle so against certain late game characters with range like thoth of vulcan reliably one shot you with their ults
overall this is a build with a lot of damage and healing. if you enjoyed or didnt enjoy this build then let me know through feedback.
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