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Zhong Qui is an excellent mage who can put out an absolute ton of damage, but he is quite short range. His lane clear is great and he can gank pretty well so be sure to check him out.
(By the way, this is my first guide :3)
The Shoes of Focus are a great item to get for several reasons; not only does it give you movement speed which is crucial on a god with no escapes, but it also gives you cooldown reduction which is always good on mages. The reason we choose these instead of Shoes of the Magi is that you deal enough damage to not need the penetration that item offers.
Doom Orb is a great item for this build because of Zhong Qui's fantastic lane clear, meaning that you can get lots of stacks quickly! It's also great because it gives you some mana and MP5 which is great for Zhong Qui as he is very mana hungry, particularly in early to mid game.
This item really is crucial for Zhong Qui because of the fact that he has no proper escapes. The protections are really good but the best thing about this item is the CC reduction which gives you a much better chance to get out of a fight alive. The reason you would choose this item over let's say voidstone is that it gives you more protections and the CC reduction really is good, also you deal enough damage to not need the magical power from voidstone but if you are against alot of magical enemies then you can take voidstone instead.
The Gem of Isolation is a great item for Zhong Qui for multiple reasons. The first reason is that it gives you magical power, meaning that you deal more damage. The second reason is the health and mana which give you more sustain. The third reason is of course the 25% slow, which is superb on him because of the lack of jumps and chasing abilities on the god.
Polynomicon is really nice for Zhong Qui beacause it gives you damage, lifesteal and mana; these three thing are great but the item also gives you a buffed basic attack after you use an ability which can really help secure kills when an enemy is on low health.
The Rod of Tahuti is great on pretty much every mage. It give so much damage because it gives you 125 magical power and 25% extra from all of your items together meaning that with a finished build you will have 512.5 magical power.
Pros:
Passive: Demon Bag
The demons that Zhong Kui captures from Exorcism are stored in his demon bag, giving him additional protections for each demon captured. When Recall Demons is activated, Zhong Kui gains double the protections from his Demon Bag, but eventually losing all stacks when the bag is empty.
This is a really fantastic passive, particularly early game, because it gives you SO MANY PROTECTIONS. I mean seriously, you get 3 magical AND physical protection for each stack and the limit is 20 stacks, giving you a whopping 60 protections; that's the same as a bulwark of hope that is physical as well!
1. Expose Evil
Zhong Kui pastes a card on all enemies in front of him, marking them as a demon, slowing and damaging them each second while they are marked. If the card is removed, 50% of the remaining damage is done instantly.
Damage Per Tick: 20/30/40/50/60 (+15% of your magical power).
Slow: 20%. Card Lifetime: 6s.
This ability is pretty damn good but is mostly used as a setup for his other abilities because it makes them more powerful.
2.Exorcism
Zhong Kui drives out the demons of his enemies, dealing damage as they leave the body. Demons marked by Expose Evil are captured by Zhong Kui, healing him per demon captured (up to 3), and have the card removed.
Damage: 75/125/175/225/275 (+50% of your magical power).
Heal: 30/45/60/75/90 (+20% of your magical power).
Zhong Qui's 2 is really what this guy is about, it really does do ALOT of damage and if you use it in conjunction with his 1, you can heal back most of your health.
3.When fired, the Book of Demons deals damage and stuns nearby enemies, with marked enemies getting stunned for 2x the duration and removing the card. When this ability is not on cooldown, the Book of Demons flies nearby Zhong Kui, firing for 50% of Zhong Kui's basic damage.
Damage: 60/115/170/225/280 (+70% of your magical power).
Stun: .5/.6/.8/.9s (2x for marked targets).
This ability is really the only way that you are going to get out of a sticky situation, the stun is good but it only has a short range.
4. Recall Demons
Key Bind: 4
When Zhong Kui activates this ability, demons pulse out from his bag at nearby players every second for 5s. They chase and accelerate over time, doing damage to enemies and healing to allies as they enter the body. Zhong Kui is immunte to crowd control for the duration.
Damage: 80/95/110/125/140 (+20% of your magical power).
Healing: 25/40/55/70/85 (+20% of your magical power).
Zhong Qui's ultimate is really quite strong, shooting unstoppable demons at everyone in the area of effect around him. This ability is really great for teamfights and can be used as a somewhat decent escape because of the CC immunity.
As this is a solo lane guide I shall be talking about solo lane playstyle.
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Good guide, seems like everyone is having the same ideas. I'll just kind of add on to what Rave said...
No not good guide, and what do you mean he's very mana hungry, hes just normal level of mana thirst if not less mana hungry. With gem of iso escape is not a problem he has stun too. I don't agree with your build at all either
EDIT: also you pretty much put every magical item up there but voidstone (which is one of the best items) so ur not really helping anyone choose itemss
Every point you put in W increases its mana cost by 20 mana. Again, EACH point that goes into W increases mana cost by 20. At level 1 its 20 mana. At level 5 its 100 mana. That could be where some of your mana issues lie. I say unless you're struggling in the solo lane to stay healthy I'd just leave both Q and W at one point for the low cost soul farming and just put points into E. Besides, you don't really want to push the solo lane that much so your jungle can gank.
Second, don't max Expose Evil until you absolutely have to. Rave already said something about that, but I figured I'd elaborate with why. The main reason you don't put points into Q is that the slow doesn't scale. Your Q really has two purposes, to slow people and to tag them for an empowered W or E. If it doesn't scale up the slow, then you might as well keep at at the lowest mana cost possible. 60x4 casts or 80x3 casts, same amount of mana but you got a fourth tag for the cost. Third, the damage scaling is "eh". It scales about the same as your W or E, and since you don't use Q for damage, you might as well scale your W or E for the other benefits (More health, longer stun).
Uh, yeah, other than that I agree. I actually didn't think about Doom Orb, but that's probably a combo of my low time played and the fact that I 100% play with a group when I play smite so rushing an iso gem for those vent ganks is great. If you list examples for when to grab alternative items you'll help people new to Smite in general with your guide.
Kind of a quick recap:
I went ahead and +1'd already, keep updating it and you'll be fine.
Would heavily consider swapping out Hide for something like Chronos' Pendant or Breastplate of Valor - for more damage or more survivability, yet hitting that amazing CDR cap. Plus you get either a lot of MP5 or a lot of Mana/impossibility to die to physical.
I would definitely go more indepth into the mechanics of your ultimate
>It does not heal you (if I remember correctly)
>It functions as a buff; ergo, you can use other abilities during it
>It damages enemies, and heals allies upon that damage
>No matter what ability is used - jump, dash, etc - the demons will always reach their target
>You can activate it, then Aegis, and the effect will still be occurring (Unless this was undone since literally yesterday, I've tried and done it)
>The combo would be to activate it to give immunity, blink (if you have it) or run in, stun, and exorcise for more AoE damage + healing whatever you took
>Undoes your passive
All in all, not a bad guide, and I respect much of the depth you put into this. Please make a section describing actives and alternatives, however, so we know WHEN to replace core items, in what situation. Also suggest making a 'combo' section for easy to reference ability rotations to know what is most effective in a fight, as well as when to not stun to keep the auto attack enhancer, and when you should, and sacrifice the 50% boost.
You have little to no viable information. I do like that you gave insight on Zhong Kui's skills, but it's not enough. Here is what I recommend:
The build is... ok, but you should give an Items section explaining why you picked those items. This is an important piece of the guide because it adds credibility to the build.
A Gameplay section is a necessity. You should give tips and tricks to playing Zhong Kui, an overview of what the player could and should do during a game, and other things as you see fit. Without this, you have removed the skeleton of the guide, with the build being the brain and the other sections being... limbs or something.
I'm going to show you two things. One is my Ao Kuang guide, which I take pride in and I think it can give you some ideas on bettering your guide: https://www.smitefire.com/smite/guide/ao-kuang-an-in-depth-guide-to-raising-storms-2319
The other is a thread I made to show guides for BB Coding. This is an important piece of information, because the cosmetics of a guide are half of what makes a good guide: https://www.smitefire.com/smite/forum/build-guide-discussion/help-with-bb-coding-for-guides-2024
I hope this helps. If I don't see improvement, I WILL throw a cheesecake at you. I will...