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Xbalanque has slowly become my favorite hunter. He is an unstoppable monster, as long as you can get him out of the early game. This is my build for him that is LARGELY based on what Barraccudda builds. Season 4's changes to the starting timers really hurt Xbal because he doesn't have the most potent level 1 clear (or clear at ANY level). This leaves him susceptible to getting his jungle taken early by a team who knows what they're doing. The Xbal player NEEDS to know this going in and not get discouraged once it happens. They need to be patient and understand that their primary objective is to farm and wait to shine in the end-game.
Death's Toll - Gives Xbalanque a lot of early sustain. Makes Lvl. 1 Branching Bolas cost 0 mana if it hits a target.
Transcendence - Gives Xbalanque the ability to use Branching Bolas for almost forever. Big power spike. Adds to late-game basic attack damage.
Ninja Tabi - Gives Xbal some much needed attack speed. Doesn't need Warrior Tabi because of the power gained from Transcendence.
Asi - Gives Xbal more sustain. One of the best late-game boxing items because of its passive. Allows for a lot of lifesteal off of crits. Gives much needed pen and attack speed.
The Executioner - Lets Xbal shred through tanks. Gives power and attack speed.
Crit Route: (High damage, but RNG based)
Deathbringer - Officially marks the beginning of the end-game. Massive crit damage, especially with a charged Xbal passive + Branching Bolas.
Malice - More Crit damage. Passive confirms kills in case they get away. Can be substituted for Wind Demon for more mobility, but less damage.
Non-Crit Route: (More consistent damage, but relies on hitting more basics)
Hastened Fatalis - Gives pen and attack speed. Best item for sticking to your enemies.
Qin's Sais - Gives pen and power. Lets Xbal eat through tankier targets.
Level 1 - Branching Bolas isn't the best clearing ability in the game, but it'll get the job done. Won't cost any mana at rank 1 with Death's Toll. Good for boxing and poke. (Side note: it seems like the Branched attacks auto-lock to players, so be careful of hitting an enemy god and having the minion wave agro on to you).
Level 2 - Rising Jaguar will give you some extra wave clear if you need it. It will also give you an early escape tool/chase-down tool. One of the only CC immune dashes in the game (RIP Agni's old dash). CC IMMUNITY HAS A CHARGE-UP AND ISN'T INSTANT. Low power scaling, but damage is increased on targets affected by Poison Darts. Be careful with the VERY long 16s cooldown.
Level 3 - Poison Darts will, for the most part, only be used to engage gods. Not very good lane clear, decent CC in late-game. Use to get more damage from Rising Jaguar. Good at pulling Izanami out of her invisibility.
Level 4 - Branching Bolas is your most versatile ability, so prioritize it first.
Level 5 - Take Darkest of Nights next. It is one of the most annoying abilities in the game to play against. Be aware of what teammates are doing and use your ult to help secure kills/save lives. Do not level this ability to rank 2 until the end of the game, as 20% movement speed is not exactly worth the level. Really funny to use against a Scylla who is ulting. (Little-known fact: your ult nearly doubles your basic attack range for the duration).
Level 6-20 - Prioritize Branching Bolas, Rising Jaguar, Poison Darts, then Darkest of Nights.
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