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Tsukuyomi Jungle & Arena[7.9] : Omae Wa Mou Shindeiru

7 2 20,977
7.7
by Emu8 updated September 8, 2020

Smite God: Tsukuyomi

Build Guide Discussion 0 More Guides
Choose a Build: Conquest Jungle
Conquest Jungle Arena
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Tsukuyomi Build

Starter Items

Notes Tsukuyomi doesn't require blink to be able to effectively contribute. I much prefer the safety of beads and Aegis and find them more valuable.

Notes

Tsukuyomi doesn't require blink to be able to effectively contribute. I much prefer the safety of beads and Aegis and find them more valuable.

Build Item Assassin's Blessing Assassin's Blessing
Build Item Mace Mace
Build Item Hand of the Gods Hand of the Gods
Build Item Healing Potion Healing Potion
Build Item Purification Beads Purification Beads

Full Build

Notes Against teams with any healing you want brawlers. Most teams will have some form of healing in the current meta, however if you get blessed with a game without one, crusher is a slight improvement to your damage.

Notes

Against teams with any healing you want brawlers. Most teams will have some form of healing in the current meta, however if you get blessed with a game without one, crusher is a slight improvement to your damage.

Build Item Warrior Tabi Warrior Tabi
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Hydra's Lament Hydra's Lament
Build Item Soul Eater Soul Eater
Build Item Arondight Arondight
Build Item Heartseeker Heartseeker
Build Item Titan's Bane Titan's Bane
Build Item Elixir of Speed Elixir of Speed
Build Item The Crusher The Crusher

Situtional and Extra Items

Build Item Shifter's Shield Shifter's Shield
Build Item Bloodforge Bloodforge
Build Item Transcendence Transcendence
Build Item Serrated Edge Serrated Edge
Build Item Mantle of Discord Mantle of Discord
Build Item The Crusher The Crusher

Tsukuyomi's Skill Order

Dark Moon Shuriken

1 X Y
Dark Moon Shuriken
2 4 6 7 10

Kusarigama

2 A B
Kusarigama
1 8 11 12 14

Silver Moon Caltrops

3 B A
Silver Moon Caltrops
3 15 16 18 19

Piercing Moonlight

4 Y X
Piercing Moonlight
5 9 13 17 20
Dark Moon Shuriken
2 4 6 7 10

Dark Moon Shuriken

1 X
Tsukuyomi calls upon Shingetsu, summoning forth a Dark Moon Shuriken. The Shuriken damages enemies and stops on gods, sticking into them. If Tsukuyomi gets close to the god he retrieves the Shuriken and reduces its cooldown.

After casting this ability Shingetsu's next Basic Attack becomes ranged. This attack steals Movement Speed from the enemy hit.

Ability Type: Line, Slow, Damage
Shuriken Damage: 85 / 135 / 185 / 235 / 285 (+80% of your Physical Power)
Cooldown Reduction: 4s
Movement Speed Steal: 25%
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 14s
Kusarigama
1 8 11 12 14

Kusarigama

2 A
Shingetsu and Mangetsu form themselves into a Kusarigama. Tsukuyomi swings the weapon to his left and right, damaging and disarming enemies hit. He then swings the weapon forward with more force stunning enemies hit. While channeling Tsukuyomi gains 25% Movement Speed and is immune to Knockups.

Ability Type: Area, Crowd Control, Damage
Swing Damage: 35 / 60 / 85 / 110 / 135 (+40% of your Physical Power)
Disarm Duration: 1s
Final Damage: 60 / 115 / 170 / 225 / 280 (+80% of your Physical Power)
Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14s
Silver Moon Caltrops
3 15 16 18 19

Silver Moon Caltrops

3 B
Tsukuyomi holds Mangetsu aloft as it erupts into starlight, sending stars falling to the ground. As they land they become Caltrops, damaging enemies in the area and slowing them for 2.5s. Enemies who move inside this Caltrop field take damage and are slowed again.

After casting this ability Mangetsu's next Basic Attack becomes ranged. This attack deals bonus Physical Damage.

Ability Type: Area, Slow, Damage
Damage: 20 / 35 / 50 / 65 / 80 (+15% of your Physical Power)
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Bonus Damage: 5 (+30% of your Physical Power)
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 14s
Piercing Moonlight
5 9 13 17 20

Piercing Moonlight

4 Y
Tsukuyomi channels the power of the Full Moon, gaining Crowd Control immunity and 20% Damage Reduction. He fires forward 4 powerful piercing beams of moonlight. Enemy gods damaged become marked. Each beam can hit up to 3 enemy gods. After firing all beams Tsukuyomi charges forward at light speed, dashing through all enemies in the order they were hit, dealing heavy damage. Tsukuyomi will end his dashing at the final enemy hit. If Tsukuyomi kills an enemy god with this ability he will gain both of his ranged basic attacks.

Ability Type: Line, Buff, Damage
Beam Damage: 30 / 50 / 70 / 90 / 110 (+15% of your Physical Power)
Dash Damage: 70 / 100 / 130 / 160 / 190 (+50% of your Physical Power)
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

Tsukuyomi is the god of the moon and the newest god terrorizing the jungle on the battlefield of the gods. Armed with his trusty blades and insane ability scaling he is easily the strongest god in the current meta. Tsukuyomi has insane damage potential and a unique mix of range and melee damage as well as interesting mobility on his ultimate. The trade off for this, however, is a lack of any traditional movement ability so you must carefully calculate your choices or you could end up in a bad position.

Pros / Cons

Pros:
  • Currently completely overpowered
  • Ultimate can win a team-fight singlehandedly
  • Able to fight from range or all in
  • Great for memes "*Teleports Behind You* "Nothing Personal, Kid" or "Omae Wa Mou Shindeiru" are both viable things to shout as you ult
Cons:
  • Lacks direct movement abilities so if you position poorly you may die
  • His play style is unique among assassins and so there may be a learning curve
  • When you do well nobody is going to be impressed because he is overpowered
  • When you do poorly you are going to get flamed because he is overpowered
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Abilities






Passive - Shingetsu & Mangetsu
Shingetsu & Mangetsu is a simple stim passive and while it is certainly helpful, it doesn't require much thought and isn't something you're going to play around. The cleave certainly comes in handy when clearing camps and fighting in waves but for the most part this is just free stats.

1 - Dark Moon Shuriken
This is going to be your main ability to clear and will be what you level up first. It has the shortest cooldown of all your abilities and can reduce the cooldown if he retrieves it from a hit god. This shortened cooldown (6 seconds potentially), high damage, and movement speed stealing on the follow up basic makes this a perfect ability for ganks and using it multiple times in fights will be the key to early success with Tsukuyomi. The range on this ability and on the follow up auto is also great when looking to poke or when dancing around objectives to keep your opponents honest. The auto after this ability provides a powerful movement speed slow and is a wonderful tool for gap closing.

2 - Kusarigama
This is your main crowd control ability and has both offensive and defensive upside. It is a three stage ability and does require some thought on your part to get the most value out of. It first swings to the left, then the right, then down the centre. The first and second swing deal damage and disarm enemies hit, while the third strike stuns. This gives Tsukuyomi excellent boxing potential against hunters and assassins and provides him with lockdown on ganks. Being able to hit all three swings is fundamental to getting the full value out of this ability. For the intermediate and advanced players it is important to note that this ability grants movement speed and knockback immunity. Holding this ability until the right movement can be the difference between getting kills and getting killed.

For advanced Tsukuyomi players this ability can often be leveled first. If you are to hit all three parts it does deal more damage and the crowd control length is increased. The trade off however is that you have to be all in to get value out of this ability, where as Dark Moon Shuriken is going to be used much more often and from range. A professional or high level player will often make this trade off, but I prefer the safer and rangier option and if you're unfamiliar with the character you should as well.

3 -Silver Moon Caltrops
Silver Moon Caltrops is an ability that can have a large impact or be almost completely useless depending on how you place it. This ability provides a good area slow, making it extremely valuable as an area denial ability (similar to Shifting Sands) and also can be useful in ganks to slow the target and allow time to close the gap. In jungle based fights, this ability can often cut off an entrance or escape. A single tick slows for 1.5 seconds and this is more than enough time to chase someone down.

4 -Piercing Moonlight
Here you go! The moment you've all been waiting for. This ability is arguably the best ultimate in the game right now. By the time you're reading this Hi Rez will hopefully have nerfed it. An ability that can potentially deal 3600 base damage in a fight on top of 780% scaling. Not to sound too simplistic or flippant but the only advice I can offer is "Don't miss". If you hit your ultimate beams in the late game, everyone dies. It is important to note that each beam can only hit 3 targets although an individual can be marked by all 4 beams.

If I do try to provide you with some advice, your last person hit is where you will end up so make sure you are thinking ahead or you can end up in the middle of the enemy team and end up being the one who is dead. Any beam that is immuned ( Aegis Amulet, Undying Love, Crushing Wave, etc) will not get a dash. The dash will hit people who were once marked regardless of if they fly ( Anvil of Dawn, Hovering Death, etc) or float ( Astral Barrage, Somersault Cloud). However, the dash will not affect gods who have been marked but have since become immune ( Into Darkness, Feather Step).

As if there wasn't enough to this ability, it also has a 30% damage reduction while firing the beams. If you are about to take a large amount of damage it might be worth using your ultimate and intentionally missing your shots in order to attempt to survive. While this situation would be rare it might help you survive a predictable high damage ultimate such as Release The Kraken!, I'm a Monster, or Fire Shards that otherwise would have killed you.

Finally killing an enemy with ultimate grants Tsukuyomi both of his ranged attacks which synergizes very well with Arondight and Hydra's Lament for an excellent kill option.

Items



Warrior Tabi

This god scales extremely well with power, these provide the most power of all footwear options.
Brawler's Beat Stick / The Crusher

Starting the game with power and penetration is important and helps set you off on the right foot. Crusher has a higher raw damage output thanks to its passive and attack speed, however if the enemy has any healing Brawler's Beat Stick will provide more effective damage. Due to the prevalence of healing in Smite brawlers will be picked up very often. Teams with a designated healer ( Ra, Aphrodite, Hel etc) or heal based gods ( Thanatos, Hercules, etc) make this item mandatory although crusher is still a wonderful seventh item option.
Hydra's Lament

There is an argument in this slot for Hydra's Lament or Soul Eater. Both are great options although they do slightly different things. Hydra's Lament gives more burst on your auto attacks and if you are maximizing the value of your ranged auto attacks I believe Hydra's Lament is the superior item.
Soul Eater

Here is the other side of the coin. If you are more focused on farming, long drawn out fights, and being able to hit anyone you want, Soul Eater is the superior selection. The lifesteal and stacking passive lend themselves to a slower more drawn out game style and the 10% pen gives you the freedom to do large amounts of damage to anyone on the map. If you are farming more than ganking or if you are finding you are unable to get the true value of your ranged auto attacks, this is the item for you. Regardless of your choice for what to build first these items are built back to back.
Arondight

We have pen, we have life steal, we have cooldown and we have great item passives that scale with power. Now it's time to build straight power. 75 power is the most on any item you can build, the passive allows you to clean up after you use your ultimate, and the cooldown allows you to use your ultimate more often. Everything this item gives is everything you need and once you complete it you are in a great position.
Heartseeker

This is where you scream "MORE POWER!" as you one shot everyone on the enemy team. 65 power and an additional 10% penetration means you are hitting anyone and everyone hard. The passive on this item is fantastic and will greatly increase your damage especailly because of how much power you are building.

Situational and Extra Items
At this point you are full built. You can however sell your Warrior Tabi for a Elixir of Speed and a 7th item. This isn't a one size fits all build so I will discuss some personal favorites as well as some alternatives to both the core build and the late game replacements.
Titan's Bane

If you really just want to watch the world burn this is the item for you. The passive scales on all damage from your ultimate meaning you will have 60% penetration for all 4 beams and any dashes. You can't go wrong with power and pen and this provides you with both. For most Tsukuyomi players this will be the logical 7th item choice, although I personally go a different route.
Shifter's Shield

This is my go to 7th item. I think it is heavily underrated and it provides Tsukuyomi with everything he needs. Above 75% health it provides 70 power and 15 physical protection and under 75% health it provides 35 power, 50 physical protections and 35 magical protections. As I have said over and over, this is a character that adores power and this item provides a ton of it. The life steal from soul eater is going to mean most of the time you are healthy and getting that extra power to provide kills, and the defensive stats are incredibly valuable due to your lack of mobility and the reality of having to ult into the enemy team.
Transcendence

I personally like Transcendence and think it's a good item, it's just so difficult to build with Soul Eater. It provides a huge amount of power, which I love, but requires stacking and it overcaps your cooldown meaning it is never to be built as a seventh item. You could build it in place of Soul Eater but that would result in a lack of life steal and 10 % penetration and is probably a direct downgrade. It functions very similarly to Arondight, but is a worse version of that item. All and all I think this item isn't worth building, however if either of those items see nerfs, this might be the replacement.
Mantle of Discord

I know I know this isn't an offensive item. Everyone loves big power numbers and hitting people hard but staying alive can be extremely valuable and this item is the best item at keeping you alive. You are a human and you are going to make mistakes, this item will reduce the likelihood that those mistakes are fatal.
Bloodforge

Bloodforge is a slightly uncommon seventh item but it does have some value. It has a shield on kill and more lifesteal and power isn't bad. I do believe there are better options but if you are feeling spicy it does have some benefits.
Serrated Edge

Serrated Edge is a fine option that gives you % penetration and more lifesteal. I think that it will be even better in patch 7.9 so keep an eye on this item it very well might sneak into your build as a seventh item.

Gameplay

Jungle

Early game you are going to want to look to farm and get yourself to level 5. Piercing Moonlight is a game changer for him and the sooner you can get it the better. Once you have ultimate you can look for easy to gank sidelanes. Tsukuyomi has a powerful duo lane gank because of his ability to hit both members with his ultimate but you don't need to force anything. You scale quite well so a quiet game is certainly not bad although you do have the ability to force a gank by walking into the lane and using your ultimate.

In the mid game he is no different from any other jungler, take your camps, gank when an opportunity presents itself, rotate to where your team needs you. Tsukuyomi does nothing different from any other jungler at this stage in the game so look for general jungle guides if you need more advice.

In the late game you will play slightly differently from other junglers. Instead of flanking around and looking for opportunities to dive in on the enemy, you usually want to stand near your midlaner and ADC and throw long range poke onto the enemy. Using your Dark Moon Shuriken and Silver Moon Caltrops for poke as well as the follow up autos. Don't worry if all you can hit is the enemy front line, your caltrops auto does true damage and can be a surprising punch in the mouth for the usually tanky frontline. Placing your caltrop in jungle paths can often create a dangerous escape for the enemy team and this might often be the catalyst for your support or solo laner to engage so be ready. When the engage happens you often want to use your ultimate onto the enemy ADC and middle laner and look to eliminate them from the fight. If you've been doing a good job of poking away at the enemy team you should start the fight with a significant health advantage and the fight will hopefully go favorably.

An important tip is to practice patience. You don't need to all in to be effective, and frankly if you're dancing around and poking away you are much happier than engaged in a race to kill the backlines with the enemy jungler.
Arena

An unconventional suggestion, I like to start with a Guardian's Blessing. Unless I am a mage with clear, I start Guardian's Blessing and let my mages clear the wave and fight over stacks. You are going to watch easily 300 minions die in any given arena game giving you a free 900 gold. The health and protections are a nice early game help and the gold per 5 is a small but nice boost. Aside from that your build won't change at all, although I would even more heavily prioritize Soul Eater over Hydra's Lament.

Start slow and look to get some items online if you go with this Guardian's Blessing start. It is slower at the start but the gold adds up. Basically you want to play the entire game the way you would play the conquest late game. Look to poke the enemy team, and follow up when a fight breaks out. Don't look to force, just play slowly and clean up fights once they start.

Parting Words

If you've gotten to this point in the guide, thanks a lot for reading. Feel free to leave any critiques or questions and I will happily respond. Try to use this new found power for good instead of evil and have fun!

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League of Legends Build Guide Author Emu8
Tsukuyomi Jungle & Arena[7.9] : Omae Wa Mou Shindeiru
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