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Artemis Build Guides - Abilities, Items, Combos & More

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Introduction

Artemis is a Hunter and choosing the right relics and items for Artemis will maximize her power in battle.

Artemis's God Lore

Armed with a magical bow, Artemis is the unrivaled Goddess of the Hunt!

Daughter of Zeus and Leta, Artemis and her twin brother Apollo are products of Zeus' infidelity to his wife Hera. Insulted, Hera cursed Leta while she was pregnant, forbidding her to give birth on land or sea. Fortunately, she found an island that did not touch the ocean floor, so it was neither land nor sea, and thus bore her children. Artemis was born first, then miraculously aided as midwife in the birthing of her brother.

Artemis spent her childhood in the hills and forests, training with her bow and hunting beasts. As she grew older and more beautiful, she also grew proud and ruthless when slighted or dishonored, especially against those that claimed to be better hunters than she. Adonis boasted this very thing and Artemis sent a wild boar to skewer him. The twin demigods Otos and Ephialtes, who could not be killed except by each other, threatened to kidnap Artemis and force her to marry one of them, but were tricked when Artemis, appearing as a doe, dashed between them. As they thrust with their spears they impaled each other. Finally, Actaeon, after peeping at Artemis while she bathed, was transformed into a stag and devoured by his own hunting dogs. Such is the wrath of Artemis.

Her name is invoked by hunters seeking prey and by midwives during childbirth. Sacrifices are made in her name before a new military campaign. Adolescent girls are sent to her shrine to serve for one year. Beautiful, deadly, and chaste, Artemis is a focused woman and a fearsome warrior.

Artemis's Abilities

  1. Passive - Still Target

Artemis deals 15% increased Basic Attack damage to gods and 30% to minions who are afflicted by Crowd Control.

  • Notes: Bullet Does not include knockbacks/knockups, blinds or grabs.
  1. 1st Ability - Transgressor's Fate

Artemis places a trap on the ground. Enemy gods coming within 5 units of her traps activate them, Rooting, Crippling, and revealing the enemy god while dealing damage every second for 3s.

Notes:

  • Placing a trap after reaching the limit will destroy the oldest one placed.
  • Targets can take damage from multiple traps at the same time.
  • The last tick of damage is dealt after the animation and root/cripple effect are over (only with no DR stacks).
  • Deals a total of 105/144/183/222/261 (+90% of your Physical Power) damage per trap and all 4 dealing a total of 420/576/732/888/1044 (+360% of your Physical Power) damage.
  1. 2nd Ability - Vengeful Assault

Artemis attacks at a furious pace, increasing her Attack and Movement Speed significantly. Additionally, Artemis cleanses herself of slows and becomes immune to Slows for 0.6s when activated.

  1. 3rd Ability - Suppress the Insolent

Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged and are Slowed.

  1. Ultimate - Calydonian Boar

Artemis summons the great Calydonian Boar on her enemies, doing damage to the nearest enemy god and Stunning them, and itself. The boar is immune until it hits the first god and then continues to charge other gods for its lifetime. Artemis is also immune to Crowd Control for 1.5s.

Notes:

  • Has a warmup time of 0.7s and a 40 degree cone in its targeter; the boar will prioritize gods within it.
  • The Boar chooses a new target every 0.6s and if no gods are near it, it will basic attack minions instead, dealing 22/31/40/49/58 (+18% of your Physical Power) damage.
  • Enemies can kill the boar after it becomes vulnerable, to despawn it earlier. It will also despawn if Artemis dies.
  • The boar has 350/450/550/650/750 health, 40/50/60/70/80 protections, doesn't remove backdoor protections from towers and phoenixes and procs item effects.
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Tips for Playing Artemis in Smite 2?

Keep autoattacking - You have a passive that is extremely strong if you just keep on autoattacking

Use the boar + trap combo - What this means is, once you use your ulti , you can close in and lay down a trap under the enemy, preventing them from getting away. This is a very crucial Artemis trick that will help you alot. Also dont forget, you can use your traps as Wards, so keep those traps up!

Know your limits, and get a good build - Artemis is squishy and lack a proper escape mechanism, to compensate that, she has HUGE damage potential.

Starting Items

Full Build

Other items

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Artemis's Skill Order

  • Abilitiy 1: 2-15-16-18-19
  • Abilitiy 2: 3-8-11-12-14
  • Abilitiy 3: 1-4-6-7-10
  • Abilitiy 4: 5-9-13-17-20

Artemis's Ability Combos

  • Skill 1 + Basic Attack .
  • Skill 1 + Skill 2.
  • Skill 1 + Basic Attack + Skill 2 + Skill 3 + Basic Attack.

Example Combos:

  • Suppress The Insolent > Vengeful Assault > Calydonian Boar > Transgressor's Fate
  • Calydonian Boar > Transgressor's Fate > Vengeful Assault > Suppress The Insolent -> This last skill will make you chase the enemy if he hasn't die yet.
  • Suppress The Insolent (After slowing the enemy your chance of hitting the trap will be highly increased) > Transgressor's Fate > Vengeful Assault > Calydonian Boar
  • Artemis is a god that has a lot of combos because she has a really crowd control set of skills so depending on the situation, you will have a lot of choices about what skill you should use for 1vs1 or even teamfighting.

Teamfights

Your primary job is a steady stream of DPS. Position yourself right at the edge of your autoattack range and just try to hit anyone that gets close without getting trapped in opponent CC (this can be hard until you learn the ranges of initiation abilities of all opponents).

If you have a choice, focus the high-value targets such as the squishy casters, but not at the expense of your safety. If a tank is all you can hit, dance at the edge of your range and whittle down the tank's health (so that he might be burst down by your teammates later).

Just don't get caught! Since your value to the team comes from sustained damage, you'll need to stick around for a while to do your part in the teamfight. You don't have abilities that can dump 2k damage in a few seconds, you need autoattack after autoattack to hit. Play smart, play safe, and keep whittling down the other teams' health pool.

How to play Artenis in Smite 2

  1. Gameplay Start / Early Game:

Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the exp camp, meanwhile the support do damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

After these camps are cleared you will be level 1 so will need to take 1 minion of the first wave to get level 2 and level up your Transgressor's Fate and you will have higher chances of killing the enemy duo with the root of the trap.

After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you will use Vengeful Assault and Suppress The Insolent to secure the shield buff, also remember to pop your attack speed shard to do it as quick as possible. If someone comes to contest, you should always try to poke them instead of securing the buff. After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly.

From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

This type of hunter's build is use to focus on farming and scaling power buying items for the late game. You should always try to poke the other ADC and farm. 1vs1 without any early poke will always be negative for you because the DPS build will burst you before you are able to kill him. Make sure to not use your ultimate just for finishing a kill, you can always use it for starting an engage or a duel 1vs1 against the other hunter, he will get hardly damaged and stun so if he doesn't use Temporal Beads he will be 100% death from the combination of your skills and basic attacks. In case you miss it, just try to run and keep poking the enemy using your Suppress The Insolent from the distance.

An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

Remember to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

2, Mid Game:

As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC.

When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)

  1. Late Game:

As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Gigant or if you kill all your enemies, you can even finish the game.

As Artemis you can always look for do engage with your ultimate, rooting the enemies and forcing them to use Temporal Beads or other actives before start fighting, it is in fact a really good way to bait the enemies and do teamfights with an advantage that will make higher chances of winning the entirely game.

When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for alone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

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Warding

  1. Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.

In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.

  1. Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.

  1. High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .

  1. Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.

White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected. Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

Conclusion on Artemis

If you like a Hunter, choose Artemis.

What are the abilities of Artemis in Smite 2?

  • Artemis smite is known as Goddess Of The Hunt, taking on the role of Hunter with Average difficulty. Artemis’s passive is Still Target, skill 1 is Transgressor’s Fate, skill 2 is Vengeful Assault, skill 3 is Suppress the Insolent and ultimate is Calydonian Boar.

Best Relics for Artemis in Smite 2?

  • Blink Rune, Aegis of Acceleration, Purification Beads

Best Items for Artemis in Smite 2?

  • Bragi's Harp, Qin's Blade, The Executioner, Demon Blade.
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Artemis Build Guides - Abilities, Items, Combos & More

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