2 years ago
1
Patch 9.9
Player Avatar

BirthBySleep - Unknown

Main Build
Build Section
Starting Build 1
Tainted Steel

Tainted Steel

+15
Physical Power
+25
Magical Power
+15
Physical Protection
+15
Magical Protection

PASSIVE - Enemy Gods that you hit have their healing taken reduced by 20% for 5s. You are healed for 120% of the healing reduced. Can be upgraded at level 20.

Y10 Tiny Trinket

Y10 Tiny Trinket

+25
Magical Power
+4%
Magical Lifesteal

Chalice of Healing

Chalice of Healing

This consumable heals 250 Health over 25 seconds per use. Comes with 3 uses that are refilled if you enter the Fountain, sells for 0 gold.

Multi Potion

Multi Potion

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

Y10 Teleport Fragment

Y10 Teleport Fragment

Using this item allows you to teleport to any allied structure while Rooted in place. This effect is not interrupted by damage but is interrupted by hard Crowd Control. Cooldown - 220s.

Notes

There is a lot of sustain in Smite, so in most of the games you'll need antihealing. Most of the solo starters that came back in S8 received changes/nerfs, tainted is the only one that got buffs and its stats are better than any of the other starters and has a very good passive, specially the upgraded one. The only problem that tainted has is the lack of mp5, so you'll need to be careful and not waste more mana than needed, because even with blue you'll run out of mana.

Finished Build 1
Y10 Pythagorem's Piece

Y10 Pythagorem's Piece

+35
Magical Power
+150
Health
+6%
Magical Lifesteal
+10%
Cooldown Reduction

AURA - Allied gods within 70 units have their Magical Lifesteal increased by 6% and their Magical Power increased by 15 or their Physical Lifesteal increased by 6% and their Physical Power increased by 15.

Breastplate of Determination

Breastplate of Determination

+50
Physical Protection
+300
Mana
+15
Mp 5
+20%
Cooldown Reduction

GLYPH - Each time you are hit by an ability, gain a stack of 5 Protections that corresponds to the damage type you were hit with, up to a max of 4 of each type. Once you reach max stacks of both kinds, gain a burst of 20% Movement Speed and double your Protections gained by this effect for 8s, after which all stacks are removed.

Manticore's Spikes

Manticore's Spikes

+30
Physical Protection
+30
Magical Protection
+300
Health
+20
Mp 5

PASSIVE - When you hit an enemy god with Hard Crowd Control, they drop Spikes on the ground that lasts for 7s. When you or an allied god pick up a Spike, they gain a buff that causes their next ability to deal bonus Magic damage equal to 3% of their own Max HP. This effect lasts 15s and is doubled if you are the one who picks up the Spike.

Bulwark of Hope

Bulwark of Hope

+70
Magical Protection
+250
Health
+20%
Crowd Control Reduction

PASSIVE - When you take damage and are below 40% Health, you gain a Shield with health equal to 12% of your Maximum Health for 20s. Can only occur once every 60s.

Tainted Breastplate

Tainted Breastplate

+35
Physical Power
+55
Magical Power
+70
Physical Protection
+25
Magical Protection

PASSIVE - Enemy gods that you hit have their healing taken reduced by 50% for 5s.

Void Doumaru

Void Doumaru

+60
Magical Protection
+150
Health
+35
Mp 5
+20%
Crowd Control Reduction

AURA - Enemy gods within 55 units have their Magical Protection reduced by 10%.

Notes

Cthulhu is one of the best gods that can take very good advantage from spikes because his fear, his 2, his 3, his 2 on his ult can apply it consistently, so look for that. You need full cdr with Cthu since he has very long cds, except his 1. If you see that they have several healers or a lot of sustain, and you think that tained is not enough, you can replace voidstone for pestilence as well. Just play teamfights trying to catch an squishy with low mobility and run him down with your ult + thorns. Although I think thorns is not a very good active rn, no other active is better on Cthulhu. Upgrade your breastplate and your actives once you finish your build (you should upgrade your tp to lvl 2 tho, once you get your first item, since it has much less cd)

Starting Build 2
Warrior's Axe

Warrior's Axe

+15
Physical Power
+15
Magical Power
+10
Physical Protection
+10
Magical Protection

PASSIVE - Damaging an enemy god deals 25 (+1.5 per level) damage and restores 25 (+1.5 per level) Health and Mana. This effect can only occur once every 10s. Can be upgraded at level 20.

Y10 Tiny Trinket

Y10 Tiny Trinket

+25
Magical Power
+4%
Magical Lifesteal

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

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.

Y10 Teleport Fragment

Y10 Teleport Fragment

Using this item allows you to teleport to any allied structure while Rooted in place. This effect is not interrupted by damage but is interrupted by hard Crowd Control. Cooldown - 220s.

Notes

Here you have another build. This one is in case you consider that you are against a comp that hasnt that much sustain and you expect that they will not build a lot of sustain either (something very uncommon gotta say).

Finished Build 2
Y10 Pythagorem's Piece

Y10 Pythagorem's Piece

+35
Magical Power
+150
Health
+6%
Magical Lifesteal
+10%
Cooldown Reduction

AURA - Allied gods within 70 units have their Magical Lifesteal increased by 6% and their Magical Power increased by 15 or their Physical Lifesteal increased by 6% and their Physical Power increased by 15.

Breastplate of Determination

Breastplate of Determination

+50
Physical Protection
+300
Mana
+15
Mp 5
+20%
Cooldown Reduction

GLYPH - Each time you are hit by an ability, gain a stack of 5 Protections that corresponds to the damage type you were hit with, up to a max of 4 of each type. Once you reach max stacks of both kinds, gain a burst of 20% Movement Speed and double your Protections gained by this effect for 8s, after which all stacks are removed.

Manticore's Spikes

Manticore's Spikes

+30
Physical Protection
+30
Magical Protection
+300
Health
+20
Mp 5

PASSIVE - When you hit an enemy god with Hard Crowd Control, they drop Spikes on the ground that lasts for 7s. When you or an allied god pick up a Spike, they gain a buff that causes their next ability to deal bonus Magic damage equal to 3% of their own Max HP. This effect lasts 15s and is doubled if you are the one who picks up the Spike.

Pestilence (old)

Pestilence (old)

+80
Magical Protection
+250
Health

AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.

Sundering Axe

Sundering Axe

+30
Physical Power
+45
Magical Power
+25
Physical Protection
+25
Magical Protection

PASSIVE - Damaging an enemy god steals 3% (+2% of your Protection from items) of their Current Health away from your target and restores it to you. This effect can only occur once every 10s.

Mail of Renewal (old)

Mail of Renewal (old)

+400
Health
+10
Hp 5
+10%
Cooldown Reduction

PASSIVE - You gain 15% of your maximum Health and Mana over the next 3 seconds when you get a kill or assist against an enemy god or Objective.

Notes

You will always be facing with atleast a bit of sustain, so just take your pestilence atleast. If they dont have anything, replace pestilence for bulwark. If you consider that physical are really the problem, go for jade emperors instead of renewal.

Leveling Order
Skills Section
Primary Order
Sanity Break
Sanity Break
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
The Mire
The Mire
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Rushing Terror
Rushing Terror
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Descend into Madness
Descend into Madness
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

Prioritize your 2 since its the best ability to clear. Since you can move while channeling this ability, stay away from the enemy solo in case he want to cancel your 2. Once you have 4 lvls in your 2, start leveling your 1, since its the best ability to poke consistently. Try to apply your passive as much as you can and use your 1 to gain the extra mitigations. After lvling your 1 and your 2, start leveling your ult, there is no need to lvl it before that.