Everyone loves having fun in their role. Cabrakan stomps the ground creating a wall of earth and a fissure that travels out in front of him and damages any enemies caught in its path. Having this utility available is always a wonderful thing, but putting it in the jungle is a great way to help it affect the entire map. An interesting thing about Ymir that makes him potentially more viable in this particular scenario is that he has the highest base health in the game, making him naturally one of the tankiestguardians in SMITE. This combos well with traditional midlaners like Scylla, Raijin or Janus, who all have high potential to burst, but usually require a bit of setup to get it all off. yep Like, RT @Dappio_Art: I made a set of free-to-use #Smite emotes of some of my personal faves! dislike luv
The destroyer of mountains cannot be buried beneath stone, and Cabrakans pained slumber is at an end. To fix it delete your cookies and local storage. Bursting free, he now thunders across the field of war, seeking the Twins that played him the fool. luv This has already been shown a bit with guardians like Cabrakan and Ymir, but what is it that makes these guardians work well in the jungle role? The second type of jungle guardian that can be played absolutely requires a coordinated team due to the fact that you will be relatively unable to clear camps on your own. As the game progresses, guardians can either build into more damaging build, relying on their natural tankiness to give them survivability, or build tanky and become another frontline presence for the team. In the jungle, the primary function in the current meta is to play rotating support, occasionally ganking lanes for kills, and primarily working in the midlane. These traits and worse he inherited from his sire, the demon bird Seven Macaw. Smite Item Builder is in beta and is being actively developed by one person in his spare time for free. Check or uncheck any items below you want to include in the automatic builder. The standard meta dictates that a warrior is the solo laner, an assassin the jungler, mages in mid, guardians in support and hunters in ADC, with a few exceptions. Smite Patch 9.7. Proud, boastful, confident to the point of arrogance, Cabrakan revels in his strength, tearing down what the earth has labored to rise. luv Cabrakan has 2 stuns, which makes for great setup for your mid laner. Help fund this website and my YouTube channel by whitelisting it in your adblocker. A fully upgraded Ymir freeze is a stun that lasts for 2.25 seconds, which is more than long enough to line up with whatever burst your mid lane can put out, creating a kill lane and hopefully putting your midlaner ahead. They found him in a valley, surrounded by great peaks, shattering rock into dust. Cabrakan repeatedly slams the ground with his shields creating an earthquake and causing enemies around him to tremble. Cabrakan has assassin-level burst in the health of a guardian, so in casuals and lower level ranked, Cabrakan can be a very strong pick in the jungle in order to counter the midlane mage by being able to burst them down over and over. Cabrakan is a generally safer pick for solo queue because his ability to clear camps on his own is much higher, and Cabrakan has been a fringe jungler for quite a bit of time, meaning that your teammates will be less likely to be provoked by picking it. Get the latest SMITE news right in your inbox! While Ymirs camp clear takes a bit more time to come online compared to Cabrakan, the payoff could be much greater, as Ymir works much better in a coordinated environment. Get your own AKRacing Chair hereand support our players, all profit goes towards the teams. Without a thought, Cabrakan devoured the feast and rose, but already the poison had taken him.
7 Khepri transitions into a more support role, relying more on teamfighting to be effective, while Khumbha can fulfil the traditional role of a jungler and potentially the solo laner too. 16 As this pick transitions into the mid game, the role evolves even more. Mana: 200 (+34) These gods, when put in the jungle, have a very small amount of damage to clear camps with, Khepri being a low damage guardian overall and Kumbahkarna having most of his damage come from his ult which does not affect jungle camps.
Magical Protection: 30 (+0.9) Join the Smite Builder discord server to discuss builds, help udpate stats, or just hang out. While active, Cabrakan gains 70% increased Attack Speed and his next successful Basic Attack will Stun and do bonus damage. One fun thing to do is to play gods that are not commonly found in one specific role in that role. By switching up this order, or just mixing it up in general, you can have a lot of fun. The valley became his tomb. Smite is made by Hi-Rez Studios.
By the late game, a guardian will be a guardian and be a great tank if you have built tank. Just copy and paste. Some guardians work better than others, but it is important to remember that, especially in casuals, the meta means very little and personal skill can make it possible to play any god in any role. Guardians like Ymir and Cabrakan. No matter what you decide to play, mixing up your choices can help keep the game fresh and interesting, as well as providing avenues for experimentation, resulting in your own personal playstyle. yep dislike Allies near Cabrakan take 5% reduced damage. Release: August 19, 2014 Because of this, guardians in the jungle may become more of a commonplace. Why stop at mountains when Cabrakan can destroy Gods. This makes it easier to build damage and not sacrifice the frontline presence that Ymir is known for. yuck, Popular Because of the pure amount of raw CC that Kumbhakarna has in his kit, he is one of the best zoners in the game. Between the wall, the freeze and the ult that Ymir has to offer, a coordinated environment brings out his full potential much more than attempting to queue solo in any environment. Stacks then the enemy gods hit are Stunned, and the Stacks are removed. HP5: 8 (+0.75) {{selectedBuilds[buildIndex].god.pantheon}}, ${{cost.cost(selectedBuilds[buildIndex])}}, {{power.maximumPower(selectedBuilds[buildIndex])}}, {{lifesteal.maximumLifesteal(selectedBuilds[buildIndex])}}, {{penetration.maximumPenetration(selectedBuilds[buildIndex])}}, {{criticalStrike.maximumCriticalStrikeChance}}, {{protections.maximumPhysicalProtection}}, {{selectedBuilds[buildIndex].god.passive.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{selectedBuilds[buildIndex].god.passive.ticks}}, {{selectedBuilds[buildIndex].god.abilityOne.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityOne.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityTwo.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityTwo.ticks}}, {{selectedBuilds[buildIndex].god.abilityTwo.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityThree.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityThree.ticks}}, {{selectedBuilds[buildIndex].god.abilityThree.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityFour.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.ticks}}, {{selectedBuilds[buildIndex].god.abilityFour.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.toggleStats.label}}, {{stats.calculateBasicAttackDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKill(build, enemyBuild)}}s), {{stats.calculateCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillCriticalStrike(build, enemyBuild)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(build, enemyBuild)}}s), {{abilityService.abilityDamage(build, build.god.passive, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.passive, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.passive, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityOne, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityOne, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityOne, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityTwo, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityTwo, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityTwo, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityThree, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityThree, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityThree, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityFour, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityFour, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityFour, enemyBuild)}}, {{stats.calculateBasicAttackDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKill(enemyBuild, build)}}s), {{stats.calculateCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillCriticalStrike(enemyBuild, build)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(enemyBuild, build)}}s), {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.passive, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.passive, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.passive, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityOne, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityTwo, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityThree, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityFour, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, {{basicAttack.basicAttack(selectedBuilds[buildIndex])}}, {{power.physicalPower(selectedBuilds[buildIndex])}}, {{power.magicalPower(selectedBuilds[buildIndex])}}, {{protections.physicalProtection(selectedBuilds[buildIndex])}}, {{protections.magicalProtection(selectedBuilds[buildIndex])}}, {{movement.movementSpeed(selectedBuilds[buildIndex])}}, {{attackSpeed.attackSpeed(selectedBuilds[buildIndex])}}.
The destroyer of mountains cannot be buried beneath stone, and Cabrakans pained slumber is at an end. To fix it delete your cookies and local storage. Bursting free, he now thunders across the field of war, seeking the Twins that played him the fool. luv This has already been shown a bit with guardians like Cabrakan and Ymir, but what is it that makes these guardians work well in the jungle role? The second type of jungle guardian that can be played absolutely requires a coordinated team due to the fact that you will be relatively unable to clear camps on your own. As the game progresses, guardians can either build into more damaging build, relying on their natural tankiness to give them survivability, or build tanky and become another frontline presence for the team. In the jungle, the primary function in the current meta is to play rotating support, occasionally ganking lanes for kills, and primarily working in the midlane. These traits and worse he inherited from his sire, the demon bird Seven Macaw. Smite Item Builder is in beta and is being actively developed by one person in his spare time for free. Check or uncheck any items below you want to include in the automatic builder. The standard meta dictates that a warrior is the solo laner, an assassin the jungler, mages in mid, guardians in support and hunters in ADC, with a few exceptions. Smite Patch 9.7. Proud, boastful, confident to the point of arrogance, Cabrakan revels in his strength, tearing down what the earth has labored to rise. luv Cabrakan has 2 stuns, which makes for great setup for your mid laner. Help fund this website and my YouTube channel by whitelisting it in your adblocker. A fully upgraded Ymir freeze is a stun that lasts for 2.25 seconds, which is more than long enough to line up with whatever burst your mid lane can put out, creating a kill lane and hopefully putting your midlaner ahead. They found him in a valley, surrounded by great peaks, shattering rock into dust. Cabrakan repeatedly slams the ground with his shields creating an earthquake and causing enemies around him to tremble. Cabrakan has assassin-level burst in the health of a guardian, so in casuals and lower level ranked, Cabrakan can be a very strong pick in the jungle in order to counter the midlane mage by being able to burst them down over and over. Cabrakan is a generally safer pick for solo queue because his ability to clear camps on his own is much higher, and Cabrakan has been a fringe jungler for quite a bit of time, meaning that your teammates will be less likely to be provoked by picking it. Get the latest SMITE news right in your inbox! While Ymirs camp clear takes a bit more time to come online compared to Cabrakan, the payoff could be much greater, as Ymir works much better in a coordinated environment. Get your own AKRacing Chair hereand support our players, all profit goes towards the teams. Without a thought, Cabrakan devoured the feast and rose, but already the poison had taken him.
7 Khepri transitions into a more support role, relying more on teamfighting to be effective, while Khumbha can fulfil the traditional role of a jungler and potentially the solo laner too. 16 As this pick transitions into the mid game, the role evolves even more. Mana: 200 (+34) These gods, when put in the jungle, have a very small amount of damage to clear camps with, Khepri being a low damage guardian overall and Kumbahkarna having most of his damage come from his ult which does not affect jungle camps.
Magical Protection: 30 (+0.9) Join the Smite Builder discord server to discuss builds, help udpate stats, or just hang out. While active, Cabrakan gains 70% increased Attack Speed and his next successful Basic Attack will Stun and do bonus damage. One fun thing to do is to play gods that are not commonly found in one specific role in that role. By switching up this order, or just mixing it up in general, you can have a lot of fun. The valley became his tomb. Smite is made by Hi-Rez Studios.
By the late game, a guardian will be a guardian and be a great tank if you have built tank. Just copy and paste. Some guardians work better than others, but it is important to remember that, especially in casuals, the meta means very little and personal skill can make it possible to play any god in any role. Guardians like Ymir and Cabrakan. No matter what you decide to play, mixing up your choices can help keep the game fresh and interesting, as well as providing avenues for experimentation, resulting in your own personal playstyle. yep dislike Allies near Cabrakan take 5% reduced damage. Release: August 19, 2014 Because of this, guardians in the jungle may become more of a commonplace. Why stop at mountains when Cabrakan can destroy Gods. This makes it easier to build damage and not sacrifice the frontline presence that Ymir is known for. yuck, Popular Because of the pure amount of raw CC that Kumbhakarna has in his kit, he is one of the best zoners in the game. Between the wall, the freeze and the ult that Ymir has to offer, a coordinated environment brings out his full potential much more than attempting to queue solo in any environment. Stacks then the enemy gods hit are Stunned, and the Stacks are removed. HP5: 8 (+0.75) {{selectedBuilds[buildIndex].god.pantheon}}, ${{cost.cost(selectedBuilds[buildIndex])}}, {{power.maximumPower(selectedBuilds[buildIndex])}}, {{lifesteal.maximumLifesteal(selectedBuilds[buildIndex])}}, {{penetration.maximumPenetration(selectedBuilds[buildIndex])}}, {{criticalStrike.maximumCriticalStrikeChance}}, {{protections.maximumPhysicalProtection}}, {{selectedBuilds[buildIndex].god.passive.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{selectedBuilds[buildIndex].god.passive.ticks}}, {{selectedBuilds[buildIndex].god.abilityOne.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityOne.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityTwo.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityTwo.ticks}}, {{selectedBuilds[buildIndex].god.abilityTwo.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityThree.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityThree.ticks}}, {{selectedBuilds[buildIndex].god.abilityThree.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityFour.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.ticks}}, {{selectedBuilds[buildIndex].god.abilityFour.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.toggleStats.label}}, {{stats.calculateBasicAttackDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKill(build, enemyBuild)}}s), {{stats.calculateCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillCriticalStrike(build, enemyBuild)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(build, enemyBuild)}}s), {{abilityService.abilityDamage(build, build.god.passive, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.passive, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.passive, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityOne, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityOne, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityOne, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityTwo, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityTwo, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityTwo, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityThree, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityThree, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityThree, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityFour, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityFour, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityFour, enemyBuild)}}, {{stats.calculateBasicAttackDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKill(enemyBuild, build)}}s), {{stats.calculateCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillCriticalStrike(enemyBuild, build)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(enemyBuild, build)}}s), {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.passive, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.passive, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.passive, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityOne, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityTwo, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityThree, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityFour, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, {{basicAttack.basicAttack(selectedBuilds[buildIndex])}}, {{power.physicalPower(selectedBuilds[buildIndex])}}, {{power.magicalPower(selectedBuilds[buildIndex])}}, {{protections.physicalProtection(selectedBuilds[buildIndex])}}, {{protections.magicalProtection(selectedBuilds[buildIndex])}}, {{movement.movementSpeed(selectedBuilds[buildIndex])}}, {{attackSpeed.attackSpeed(selectedBuilds[buildIndex])}}.