Assassin's Blessing
+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% 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.
Hydra's Lament
PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 25% 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.
Warrior Tabi
Jotunn's Wrath
Titan's Bane
PASSIVE - Your first ability cast gains 20% Physical Penetration. This can only occur once every 5 seconds.
This is my conquest starting build. I build into Warrior Tabi boots first while I have Tier 1 Hydra's. Then I finish off Hydra as I need all the movement speed I can get early in the game. I'm a very aggressive jungler so having movement speed and Hydra's Lament allows me to easily use my kit and get the last hit with a basic.
Assassin's Blessing
+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% 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.
Morningstar
Needed for easy tower dives or ganks when gods are low and can be killed with your 3-1-Basic combo.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health 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.
You won't need mana pods as Jungle Blessing will give you what you need so long as you keep clearing camps.
Health pods are for after ganking to allow you to re-gank another lane on the go.
Assassin's Blessing
+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% 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.
Hydra's Lament
PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 25% 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.
Warrior Tabi
Jotunn's Wrath
Titan's Bane
PASSIVE - Your first ability cast gains 20% Physical Penetration. This can only occur once every 5 seconds.
Assassin's Blessing
+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% 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.
Hydra's Lament
PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 25% 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
PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 150 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 250 Physical Power. Subsequent hits on the same target do 75% of the bonus damage for the next 3s.
Jotunn's Wrath
Titan's Bane
PASSIVE - Your first ability cast gains 20% Physical Penetration. This can only occur once every 5 seconds.
I get rid of boots first as I like having the extra movement speed associated with the Jungler's Blessing.
Y10 Bloodforge
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.
Hydra's Lament
PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 25% 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
PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 150 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 250 Physical Power. Subsequent hits on the same target do 75% of the bonus damage for the next 3s.
Jotunn's Wrath
Titan's Bane
PASSIVE - Your first ability cast gains 20% Physical Penetration. This can only occur once every 5 seconds.
I use Beatstick as I have to have some form of anti-heal in my build and it provides an excellent source of power and pen.
I also use Titan's Bane as later in the game it helps meltdown even the mightiest of tanks.
With the finished build, a god with full physical protections will die by your entire kit plus 2-3 basic attacks.
I start out with Soul Reap first as it is a good camp clear. After getting Speed, Harpies, then Mana, you level up and get Death Scythe. From there if Solo, has hurt the enemy enough you can gank and get an easy kill before 2 mins into the game.
For most of the game, leveling up Soul Reap first will allow you to clear camps fast which in turn allows you to gank and help lanes faster. I don't focus on my Scent of Death very much as most of the time I gank from behind and with my build, I can secure my kill without worrying about having to chase the enemy.
I don't level my ULT very much as I mainly use it to stun. For ability combos, I use ULT (to stun), 3 (to silence and prevent the enemy from running away or using any sort of knockup/stun/root), Basic, 1, Basic (last hit to kill).
If the kit does not kill the target, the next ability to come up is the Soul Reap. Which in turn will allow you to Basic and then use your Scythe and another Basic to secure your kill.
Thanatos is great on all gods. Having high power allows you to hurt non-tanks, and having a high pen allows you to hurt tanks. And then having anti-heal allows you to cancel out any healing gods before they can survive and heal teammates.
Agni - Hard to go up against a good Agni that knows how to use their stuns. The stuns last a while and combined with Agni's ULT makes going up against this god a challenge.
Artio - Combining Artio's slow and her roaring stun puts you at a disadvantage as Artio can easily run away and heal. Her root can also get you into a world of hurt.
Freya - For a god that can damage and slow you or banish you, or use her ULT where she cannot be hit, also puts you at a disadvantage making her one of the hardest gods to successfully kill.
Kephri - Kephri's pull can get you into a world of hurt as you are forced to only basic him, but then Kephri can easily root you into place and allow other gods to finish you off. Combined with Kephri's ULT, trying to finish off an enemy can come into a world of hurt. Even though you can ult a god ULTED by Kephri, most of the time Kephri will ULT allies who are about to be killed not by your ULT.
Kumbhakarna - Kumba's Root and Mez is enough to make you go crazy. Kumba's ULT also allows you to get set up root locked for an easy kill.
Nemesis - Nemesis is a ruthless opponent that can easily counter your Scythe with her shield allowing her to gain any health back that she lost. You can cancel her shield with your Soul Reap but she will have no doubt already used her slow on you preventing you from getting close to her to do damage.