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Smite 2 Susano Alpha

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Introduction to god.

Susano is one the most damaging gods in smite 1. He can output 1500 damage at level 7 if properly auto attack canceling abilities. His abilities allow him to get in and out of fights without putting him in too much danger. Overall, he is a glass cannon and shouldn't stay in fights too long. When the right items are involved, he can be the unstoppable storm finishing fights in 2 seconds. In smite 2 there doesn't seem too large of a difference either and just like in Smite 1, he's still a physical damage dealer.

Passive

Enemies with 1-2 stacks have 10% reduced Strength. Enemies with 3-4 stacks are Slowed by 15% and maintain previous Debuff. Enemies with 5-6 stacks tale 10% increased damage and maintain previous Debuffs. Debuffs last 3s and refresh on a new application. Buff lasts 3s. Each attack of Storm Kata can trigger ability item effects.

First we have to analyze the benefits then how would you weave these in a team fight or 1v1 situation:

  1. The reduced strenght is beneficial only against strenght based gods, so if you are fighting an intelligence focused god it will seem as if he's doing the more damage to you than a physical would, early game magical damage tends to be weaker than physical damage and 10% isn't that much early game regardless, however late game 10% could be the difference between you dying and suriving at 1 hp. You also shouldn't try to pick a fight for too long against an INT focused god as your passive is not as useful.
  2. Slow by 15% is significant considering how much effort susano needs to put in to get the stacks in place. 3 stacks means each basic from your 1st ability (which would be preferrable) or 3 + 2 + 1 (which causes you to lose a lot of ground). Think about it this way, if you manage to get all 3 basics from your 1 on the enemy god, it leaves you with 2 additional abilities to catch up to them in case they try to run away, this is also helpful in case YOU are trying to run away. So the key would be use your 1 twice with each basic attack in between, pull them close, basic, dash through and now they have 15% slow for 3 seconds, you increased the distance because of the dash and still have your 3rd ability to even further increase it.
  3. 10% damage is very significant late game, not so much early game and you shouldn't necessarily strive to always get 5 stacks early or feel bad if you don't. The issue comes from how many resources you have to dump to achieve 5 stacks. That is your whole kit, leaving you with using your ultimate as final damage and only your basic attacks benefiting from your 10% extra damage.
  4. During team fights you shouldn't focus too much on getting the stacks as min-maxing the damage is less favorable than hitting 3 gods with all abilities, though, if you can have 3 seconds with one enemy god during a team fight and can take them out that'd be a better option usually.

1st ability

First ability has 3 stages:

  1. Swipe
  2. Spin
  3. Dash Though the ability itself is not complex, the skill comes from being able to cancel after each stage and deliver a basic attack in between, so the proper delivery would look something like:
  4. Swipe > basic > spin > basic > dash > basic A min maxing moment would be to stick to maximum range of basic attack and when it comes to the dash you wouldn't have to walk as far to deliver the last basic, though, this would rarely have you thinking about it, and most of the time you'd use the dash to run away.
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2nd Ability

There's only one thing the ability can do but can have multiple scenarios:

  1. pull to deal damage to the enemy
  2. pull to interrupt the enemy from dealing damage to you
  3. pull the enemy away from damaging your teammates
  4. pull a buff to delay or deny the enemy from taking it
  5. pull minions together to more easily clear early game

3rd Ability

His third ability can be used a few different ways due to the instant teleport capability:

  1. Once cast on an enemy it sticks to them for 3 seconds, this means you can instantly cast it OR delay the cast, if the enemy is low usually they will try to dash/jump/teleport away, if you wait until the enemy does this you esentially counter their jump and are able to finish them off.
  2. Use it to bait damage before teleporting. The ability doesn't have to stick to someone to be cast, if you throw it and miss a cloud will stay at the location to which you can teleport to. Abilities that require a continous target to continue can be countered for example Fenrir's 3rd ability, if he casts it on you, and you teleport, his 3rd ability will be canceled as for a split second there was "no target" so its as if he would be hitting air. Additionaly you could also use it to bait damage, something along the lines of cast it, walk up, they throw an ability and before it reaches you, press to teleport ot it.
  3. Get out of nasty situations. The ability can be looked at as a dash, so if you want to increase the distance between you and the enemy it can be used that way, additionally, because the ability is stationary for 3 seconds, you can cast it in one direction and going the other way, now the enemy has to gamble that you'd either TP or keep running in the same direction, which both would be losing for him.

Ultmate

Compared to smite 1, the ability no longer acts as a vortex but now deals damage while becoming larger while still knocking up the enemy at full size, so it can be used to either interrupt enemies from their abilities, peeling for your teammates or yourself, or straight up just dealing damage to confirm a long range kill. To properly use the ability you'd want to keep the enemy inside as long as possible due to the tick damage it provides so you'd want to get 3 stacks of the passive on the enemy for the slow with just your 1, cast your ult (now at 4 stacks) pull the enemy ( 5 stacks) and realease the ult, to get the 10% damage bonus.

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CristiSmite
Updated 9mo ago

Smite 2 Susano Alpha

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