Hello Armies. Mr. Frog Hubient is here again and today we are here to give you another Smite God Spotlight. And today we’re going to feature the Goddess of Vengeance. Nemesis!
Nemesis’ main lane clear/poke damage comes from her skill 2. Comparing this to other warriors main damaging and lane clearing abilities, Nemesis comes up short on base damage on high on % of physical power. Taking into account a standard warrior build of around 100 mp Nemesis still lacks damage that is brought to the table by other warriors such as vamana, Odin, tyr, Hercules, guan yu, and chaac, while out damaging wukong. While the slow on nemesis’ 2nd skill is substantial, It is not useful for early lane clear and is often forced to choose between going back to tower or popping her 1st skill for additional clearing of lanes which leaves her open to being attacked.
Nemesis’ main source of mobility comes from her 1 a double dash capable of going a max distance of 60 feet. This dash is farther than odin, Hercules, and guan yu’s dashes but it is shorter than tyr’s dash combo, wukongs bird, vamana’s dash, and chaac’s potential teleport.
This is also a system of dashes meaning unlike Odin’s jump or Chaac’s teleport is unable to go through walls. This is also her most damaging ability and if used offensively at a range greater than 30ft it can on ly hit once halving its damage.
Nemesis’ 3rd skill is potentially her most controversial move. It requires very little cast time and can protect her fully for 1 second. This parallels change’s 2 which allows her invulnerability from all damage and cc for 1.2 seconds the difference is that Nemesis can reflect and heal damage. Ra, ak, poseidon, vulcan, and agni are gods whose ults are most damaged. Also most ulti that could be absorbed by Nemesis’ 3rd skill could be dodged by any other warriors dash. In regular combat 1 second of damage mitigation is not all that effective especially as a warrior who usually dies to damage over an extended period of time.
Nemesis’ 4th ability looks incredibly overpowered on paper but is far less useful in reality. It is important to remember that it is current health which means it is usually used to face a single target and is used to initiate, it is also mitigated heavily by armor. Reduction on % health damage is very effective and will usually wind up cutting the number almost in half if not in half. Also 2 of the passives of the ult, the protection steal and the % health damage, work against each other.
A target with high protections will give you more when you use the ult but you will do less % health on the target who in all likelihood will have more health than a target who possesses fewer protections. If a target has no protections then no protections can be stolen and that passive becomes useless also a person with few protections is likely very squishy and would have taken more damage from an ult that is not % health based. It is also possible to miss the ult because although the target must be on an enemy god to cast it does have a cast time and a god can exit the bounds of the ult before the damage is actually done.
So, That’s all for Nemesis! Which Smite God should I do next? Let me know in the comment box below. Be sure to subscribe to get the latest updates from this channel. Thank you armies and see you next one.