2 months ago
10
Patch 7.3
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Fluffy Dragons - NA

As of writing this guide, I have a 75% win rate with da ji this season with the majority of those games being solo queue, and I'll show you my usual build + tips and tricks.

Arena/Clash/Conquest/Joust
Build Section
Notes

This is usually what I attempt to build, If you build mace first item, finish boots and then finish crusher. Get pots in every game mode that isn't arena. Obviously get assassin's blessing only if you are playing conquest. Get blink in conquest and beads in other game modes unless their cc is absolute trash.

Starter
Attacker's Blessing

Attacker's Blessing

+20 Physical Power +25 Magical Power ROLE QUEST: DAMAGE Damage lane minions and Enemy gods to gain stacks. Dealing 100 damage to Lane Minions provide 1 Stack and Dealing 100 damage to Enemy gods provide 3 Stacks. At 100 Stacks Attacker's Blessing Evolves, gaining 10 Penetration.

Assassin's Blessing

Assassin's Blessing

+50 Health +40% Damage vs. Jungle Monsters +7% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration and 5% Movement Speed.

Mace

Mace

+15
Physical Power

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Purification Beads

Purification Beads

Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.

Blink Rune

Blink Rune

Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.

Hand of the Gods

Hand of the Gods

This consumable deals 170 True damage to Jungle Monsters around you. This only affects Monsters on your side of the Jungle.

Notes

Buy pots if you are in any game mode that is not arena, I usually get 2 health + 1 multi.

Get hand of the gods if you're in conquest + 1 health pot

Other Starter
Attacker's Blessing

Attacker's Blessing

+20 Physical Power +25 Magical Power ROLE QUEST: DAMAGE Damage lane minions and Enemy gods to gain stacks. Dealing 100 damage to Lane Minions provide 1 Stack and Dealing 100 damage to Enemy gods provide 3 Stacks. At 100 Stacks Attacker's Blessing Evolves, gaining 10 Penetration.

Assassin's Blessing

Assassin's Blessing

+50 Health +40% Damage vs. Jungle Monsters +7% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration and 5% Movement Speed.

Boots

Boots

+6%
Movement Speed

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Purification Beads

Purification Beads

Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.

Blink Rune

Blink Rune

Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.

Notes

go for the boots start if you don't think you will be able to get a kill before you get 1100 gold. By then, you can afford full boots, which is 60 power and 18% movement speed from boots and attacker's blessing.

build this if you're doing well (the dream build)
Warrior Tabi

Warrior Tabi

+40
Physical Power
+18%
Movement Speed

The Crusher

The Crusher

+30
Physical Power
+20%
Attack Speed
+15
Physical Penetration

PASSIVE - Enemies hit by your damaging Abilities take an additional 20 Physical Damage + 15% of your Physical Power over 2s.

Hydra's Lament

Hydra's Lament

+40
Physical Power
+10%
Cooldown Reduction
+10
Mp 5

PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 40% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.

Heartseeker

Heartseeker

+75
Physical Power
+10
Physical Penetration
+200
Mana
+20
Mp 5

PASSIVE - Your abilities deal an additional 3% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.

Bloodforge

Bloodforge

+75
Physical Power
+15%
Physical Lifesteal

PASSIVE - Killing an enemy god forges a shield from their blood with Health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +10% movement speed.

Notes

Get bloodforge/heartseeker based on how the game is going. If you're 10/1 by 10 minutes, get bloodforge first, otherwise, get heartseeker

Conquest Version
Warrior Tabi

Warrior Tabi

+40
Physical Power
+18%
Movement Speed

The Crusher

The Crusher

+30
Physical Power
+20%
Attack Speed
+15
Physical Penetration

PASSIVE - Enemies hit by your damaging Abilities take an additional 20 Physical Damage + 15% of your Physical Power over 2s.

Hydra's Lament

Hydra's Lament

+40
Physical Power
+10%
Cooldown Reduction
+10
Mp 5

PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 40% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.

Transcendence

Transcendence

+35
Physical Power
+300
Mana
+10
Mp 5

PASSIVE - You permanently gain 15 Mana per Stack, and receive 5 Stacks for a god kill, and 1 Stack for a minion kill (max. 50 stacks). 3% of your Mana is converted to Physical Power. At 50 stacks this item Evolves, gaining 10% Cooldown Reduction.

Heartseeker

Heartseeker

+75
Physical Power
+10
Physical Penetration
+200
Mana
+20
Mp 5

PASSIVE - Your abilities deal an additional 3% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.

Bloodforge

Bloodforge

+75
Physical Power
+15%
Physical Lifesteal

PASSIVE - Killing an enemy god forges a shield from their blood with Health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +10% movement speed.

Notes

This is just the same build but with transcendence after hydra's. In almost no circumstance would I ever consider not getting warrior tabi, crusher, and hydra's before anything else as they're so critical on her.

Maybe if you're playing da ji in the solo lane? But please don't do that.

Additional Items
Arondight

Arondight

+75
Physical Power
+10%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, reveal all enemy gods within 120 units for 8s. While moving towards revealed enemies gain 30% Movement Speed. When first striking a revealed target they take an additional 40 + 30% of your Physical Power. This can only occur once every 45 seconds.

Titan's Bane

Titan's Bane

+30
Physical Power

PASSIVE - Your Physical Damage ignores 15% of enemy gods' Physical Protection. If the god has over 65 Physical Protections, this effect scales up to ignore a larger percentage of their protection. This caps at 40% Physical Penetration at 200 or more Physical Protection.

Stone Cutting Sword

Stone Cutting Sword

+50
Physical Power
+7%
Movement Speed

PASSIVE - Melee Basic Attacks decreases enemy Physical protections by 10, and increase your physical protection by 10 for 3s (max. 3 Stacks).

Void Shield

Void Shield

+20
Physical Power
+60
Physical Protection
+150
Health

AURA - Enemy gods within 55 units have their Physical Protection reduced by 15%.

Ancile

Ancile

+40
Physical Power
+50
Magical Protection
+10%
Cooldown Reduction

PASSIVE - Whenever you take Magical Damage from an enemy ability you unleash a shockwave that Silences all enemies within a range of 30 units for 1s. This effect cannot trigger more than once every 30s.

Brawler's Beat Stick

Brawler's Beat Stick

+40
Physical Power
+15
Physical Penetration

PASSIVE - Enemies hit by your Abilities have 40% reduced healing and regeneration for 8 seconds.

Mantle of Discord

Mantle of Discord

+60
Physical Protection
+60
Magical Protection
+10%
Cooldown Reduction

PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and gain CC immunity for 1s. This effect cannot trigger more than once every 90s.

Jotunn's Wrath

Jotunn's Wrath

+40
Physical Power
+150
Mana
+10
Physical Penetration
+20%
Cooldown Reduction

*Asi

*Asi

+15%
Physical Lifesteal
+25%
Attack Speed
+10
Physical Penetration

PASSIVE - If you drop below 35% Health, you gain an additional 25% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.

Transcendence

Transcendence

+35
Physical Power
+300
Mana
+10
Mp 5

PASSIVE - You permanently gain 15 Mana per Stack, and receive 5 Stacks for a god kill, and 1 Stack for a minion kill (max. 50 stacks). 3% of your Mana is converted to Physical Power. At 50 stacks this item Evolves, gaining 10% Cooldown Reduction.

Notes

For your 6th/7th item (after selling boots). You can also pick one of these to replace bloodforge or even heartseeker, though I would highly recommend heartseeker still.

Really use your own judgment here. These items aren't in any particular order.

If you aren't doing super hot by the time you finish hydra's, considering picking up a defensive item from here, either void shield or ancile. Heartseeker is a big item for da ji, as she hits maximum power at around levels 9 - 16. Therefore, getting a heartseeker as soon as possible is pretty important. If you're not getting any kills, then don't get bloodforge, and instead, get what you need to actually get kills: more pen, more cdr, protections, etc.

If you're playing joust, and their team has a lot of physical damage, you could get void shield after hydra's, same with ancile and magical damage.

How to level da ji
Skills Section
Normal game mode (start level 3)
Horrible Burns
Horrible Burns
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
One Thousand Cuts
One Thousand Cuts
1
2
3
4
5
6
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8
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Trickster Spirit
Trickster Spirit
1
2
3
4
5
6
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Paolao
Paolao
1
2
3
4
5
6
7
8
9
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Conquest
Horrible Burns
Horrible Burns
1
2
3
4
5
6
7
8
9
10
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20
One Thousand Cuts
One Thousand Cuts
1
2
3
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20
Trickster Spirit
Trickster Spirit
1
2
3
4
5
6
7
8
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20
Paolao
Paolao
1
2
3
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6
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20
Notes

Since your ult is a 100-second cooldown, don't level it if you just used it, because you just wasted a point that you can't apply for another 100 seconds. It doesn't really even do that much damage, considering that 90% of the time, it's going to get cleansed by beads.

If you noticed in the conquest build, I recommend getting the 2 at level 3 instead of your 1. Why is this? Why would you not want another ability? I'll explain it. At level 1, the 2 does base damage of 15x4, making it one of the worst level 1 skills in the game. At every level up, however, the additional damage is 25x4, or 100 damage per level, making it one of the best abilities in the game. When you level your 1, you gain 30+30 damage per level plus an extra 5% slow, adding 60 damage to your kit, or 60+your auto-attack damage (50) = 110 at level 1, as your 1 resets your auto-attack animation allowing for an extra auto-attack(more on this on the next section). The reasoning behind getting only an additional 100 damage over 110 damage at level 3 is that your abilities cost a lot of mana, it murders camps at level 2 where it can't even do half of a small harpy's health bar at level 1, and it's easier to secure a kill with it as you get a 40% movement speed buff when it is in use. My level 3 gank combo usually consists of blink, auto (if you blinked right on top of them), 2, auto, 3, which can usually secure a kill on someone who is under half health.

The most important aspect of da ji is her 1, even though the 2 does more damage, as her 1 allows you to auto-attack instantly after activating it. For example, a typical gank goes 3 (teleport), auto-attack, 1 (horrible burns), and then auto-attack again instantly, 2 (the aoe thing), auto-attack again if they're still alive somehow. Crusher will proc like 40 times along with heartseeker, and hydra's lament will activate at least 3 times, with your 3, your 1, and your 2. This is insane single-target damage, and it basically outmatches any other god in the instant single target burst category (warning, don't do this combo on anybody who has over 150 physical defense because you'll deal like 5 damage to them, da ji is total trash against any tanky warriors/guardians). The 3 auto 1 auto combo should happen in less than a second, and if you're really far ahead, it can instantly kill any unlucky mage in your way almost instantly.

Another trick that nobody knows is that when you are using your ultimate, the split second that you are still on the ground before the animation of going up on your tower thing, is, surprise, another auto-attack cancel opportunity. So, if you ult right on top of somebody, you can actually get an extra (hydra buffed) auto-attack off on them before you can get into the air.

run away from these gods
Gods Section
avoid all of these
HerculesTyrNikeSun WukongAresArtioArtioArtioAthenaAthenaAthenaFafnirGaneshaGaneshaGaneshaGebKhepriKumbhakarnaKumbhakarnaKumbhakarnaKuzenboKuzenboKuzenboSobekSylvanusTerraTerraTerraXing TianYemojaYmirYmirYmirNoxNoxNoxHades
Notes

do not engage on these gods or anyone near them, only go on them or gods near them after the fight has started and their cc abilities are down. the gods listed 3 times are just for emphasis

generally, da ji never starts teamfights, you want to go on targets that have already used their escape abilities and finish them off. If you have your ultimate, you can start a teamfight, but it's still better to join the fight after it's started.

ganesha/nox silences are a death sentence for da ji as your ultimate is the panic button that lets you wait for your team to come over, and buys you time for your abilities to come back up. If you're silenced, you can't really do that unless you want to pop beads and ult.

A lot of other gods should be on here but with using your big brain you should be able to figure out when and how to engage. ex. don't go on nu wa if she hasn't used her minions. don't go on isis if she has her stun, etc.