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IMPORTANT NOTE: I am still working on the guide, should it appear unfinished, now you know the reason!
This is a guide for Artemis, mainly centered around the Conquest game mode as of Patch 9.1. With the new change to critical hit items such as Deathbringer and Atalanta's gaining new stats, I consider this to be a hybrid build that provides solid critical strike chance alongside power and penetration to deal with tanks just as effectively.
Y10 Asi
PASSIVE - While below 60% Health, you gain an additional 15% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.
Atalanta's Bow
PASSIVE - Upon getting a kill or assist on an Enemy god you gain Atalanta's Agility for 10s. This effect increases your Attack Speed by 20% and decreases the Movement Penalty for attacking, backpedaling, and strafing by 30%.
Qin's Sais
PASSIVE - On Basic Attack hits, deal Physical Damage equal to 1.5% of the target's maximum Health. If the target has over 2000 Health, the bonus damage scales up. This effect reaches a maximum of 6% of the targets Maximum Health at 2750 Health.
Dominance
PASSIVE - Your Basic Attacks benefit from an additional 20% Physical Penetration.
Silverbranch Bow
PASSIVE - For each 0.02 Attack Speed you go over 2.5 Attack Speed, you gain 3 Physical Power. You can not gain more than 120 Physical Power in this way.
IMPORTANT NOTE FOR ARENA PLAYERS: Although this build is meant to be used in Conquest, you can definitely make use of it in Arena, with some changes however. Instead of picking The Crusher as your first item, you can opt to rush Asi or Atalanta's for the variety of stats the provide. With this in mind, you can purchase Silverbranch Bow as early as a third or fourth item. Considering that sustain is less important in Arena, opting to swap Asi for Wind Demon can also be the case, essentially leaving Atalanta's as your only lifesteal item.
This build aims to cover everything Artemis(and Hunters with large attack speed stims)need: Attack Speed, Sustain, Penetration and Critical Strike chance to effectively box other damage dealers and heavily damage tanks alike through Silverbranch Bow's synergy. Below I explain the reason why I choose these items in the specific order and how they compliment the build.
Death's Toll
PASSIVE - Hitting an enemy with a Basic Attack restores 2 Health (+0.3% of your Maximum Health) and 1 Mana (+1% of your Maximum Mana). Basic Attacks that deal damage in an AoE restore less health (75% for Melee Attacks, 50% for Ranged Attacks) for each enemy hit after the first. Can be upgraded at level 20.
Mace
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Mana Potion
This consumable heals 150 Mana over 25 seconds.
Ward
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
Considering that this build is making use of the Silverbranch Bow, picking Leather Cowl and later evolving it into Hunter's Cowl is certainly an option. However, due to Artemis' weak early game, I find Death's Toll the item that suits my preference when it comes to lane sustain. Mace is picked solely for The Crusher, it being one of the most viable early game items as of late. For obvious reasons, Death's Toll should be sold later on for something more favourable.
Y10 Asi
PASSIVE - While below 60% Health, you gain an additional 15% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.
Due to The Crusher's cost effective stats and decent early game passive, it should be rushed. It will aid you in clearing waves and camps easier. Items like Shadowsteel Shuriken also seem to be an appealing option but due to the passive needing a Critical Strike in order to be effective, I find The Crusher as a much safer option.
After we alleviate Artemis' main issue being waveclear, we follow up with our first sustain item: Asi. This jack of all trades item will help you stay in lane and recover that chip damage you might receive from(mainly archer)minions. Combined with the attack speed increase from The Crusher and your Steroid, its passive will let you box the enemy Hunter more effectively in a clutch situation.
Since both items have flat penetration, your abilities damage will increase quite significantly. Considering you won't be able to deal much damage with your basic attacks yet(unless you use your 2 and have the Asi passive being activated), aiming to hit your opponents low defenses through clever usage of poke or all-in(in a gank situation)will keep you relevant.
With Suppress the Insolent being your main poke, you should always prioritize maxing it first, no doubt. Its the ability that will carry you through the early game, being your main clear, poke and semi-nuke should you decided to engage into either a 2v2 or 1v1 scenario. Always attempt to hit at least the Archer minions with it, you can't afford to miss this one due to Artemis being mana hungry at pretty much all stages of the game.
to be added.
to be added.