Starting Kit Options:

High CDR start (with healer):

Sustain start (with or without healer):

Anti-Physical start (against 4-5 physical gods):

Anti-Magical start (against 4-5 magical):

Tanky / Stone of Gaia (No Healer) start:

Guardian's Blessing (No Healer) start:

CDR Items:

(Standard Offensive)

(Sustain Offensive)

(Offensive, Situational)

(Defensive, Anti-Physical)

(Hybrid, Anti-Magical)

(Defensive, Anti-Magical)

(Hybrid / Mana Sustain)

(Enhanced Move Speed)

(Defensive, Anti-CC)

(Defensive, Anti-Physical)

Mobility

(Offensive)

(Defensive)

Penetration / Protection Reduction:

(Anti-Tank)

(Anti-Heal)

(Hybrid Basic Attack/Ability)

(Burst Damage)

(Anti-Physical)

Situational Items:

(Bonus Damage)

(Hybrid Attack / Defense)

(Hybrid Attack / Defense w/ Movespeed)

(Anti-Slow)

(Survivability Option #1)

(Survivability Option #2)

Critical Strike Items:

Having a flexible build style will help you adapt to unique situations. As a standard start against balanced enemies,is a good aggressive choice, especially if you've got an ability that can poke from distance. Against 4-5 physical gods, I'd probably startover, while against 4-5 magical gods, I thinkorare good options.If there are no healers, you might be best served by playing a patient game and choosing your moments to attack. You can find some health sustain if a teammate gets, but you can also take matters into your own hands, and choose(as it provides some lifesteal from ability use, along with CDR),(for the added health and HP5), orfor the low price, sustain from waves, and gold bonus. In the case of Gaia and the blessing, they are absolutely not normal picks, but you can build differently in Assault and still find success.s (if your team doesn't have a healer),s, Relic of your choice.s (if your team doesn't have a healer),s, Relic of your choice.s (if your team doesn't have a healer),s, Relic of your choice.s (if your team doesn't have a healer),s, Relic of your choice.s,s, Relic of your choice.s,s, Relic of your choice.These items are necessary to get the most out of your abilities. Some are pure offensive options, some provide some protection. Choose to fit the situation.: The power and penetration start your damage out well, and it provides an awesome 20% CDR, so you can spam your abilities. Consider getting as your first item, especially if you have a healer in your group.: The high power is functional for a damage build. The lifesteal on both basic attacks and abilities will help keep your health up, but don't rely on it for massive healing.: If your god mixes basic attacks and abilities, the extra damage this can provide is great. Should be picked up AFTER, mid-build.: Can be picked up first against physical-heavy teams, and the added mana will help your ability use.: Can be picked up first against magical-heavy teams. It provides a bit of power with the protection, and the passive is functional when you're looking to be aggressive.: Can be picked up first as a defensive alternative toagainst magical-heavy teams. Provides no power, but the high MP5 is incredibly useful in this mode, especially if you're facingorand your group has limiteds.: CDR when you're above 25% mana, with super high MP5 when you're below. This means you'll pretty much never be out of mana. Has offensive function as it provides some power, and the health it provides makes you a little tanky. Consider early when you get this.: Provides 10% CDR and some health and sustain...this is only functional on gods that have self-healing, and when activated, gives you a huge move speed boost to help you dive/chase/escape. Better picked up mid to late-game, and should be considered highly situational.: This item can be picked up mid-build or later. Balanced protections are nice, and the anti-CC effect and damage mitigation can help keep you alive if you're focused.: The high balanced protections are great in the later portions of a match. This is best for those that need to jump in to get kills, and the passive will help you either secure a kill or give you a way to get out alive.In most cases, you can pick up a movespeed item 2nd, since towers are generally close at the beginning of a match, and you've got teammates that will also take some of the focus. As an ability-based Assassin, you really should only choose between these two options.: The best choice for most ability-reliant assassins. However, if you can tell in the early game that the enemy team's CC is overwhelming, or you don't have a tank and need to act as one, consider...: Depending on the enemy composition (or your own team's comp), consider these for your mobility. Being squishy, getting locked down by CC for 30% less time might be your saving grace.Some of these items are great as early pickups, while some are better when picked up later. These items are essential to maximizing damage. Usually are picked up mid to late-game, though some can be considered earlier, for utility.: This is the quintessential pen item. Consistent % pen will cut into squishy enemies, but provides greater return against tanks with high protections.: When considering anti-heal, always check teammates' items...this is a strong anti-heal item that procs with ability use, but does not stack with the magical alternative (). Doesn't mean you can't still get use out of it...the high power and good 15 flat pen will still help your damage output.: This hybrid attack item supports both basic attacks and abilities, with a small DoT when damaging abilities connect. If your god likes to get in basics between ability use, this is a great option, as it also provides some attack speed.: Provides high power and some flat pen, but is specifically great for the bonus damage it applies on hitting abilities. Late-game pickup due to the high cost.: Provides some protection against a physical-heavy team. Also consider that this provides physical protection reduction, so if you've got multiple physical gods on your team, this can help them deal more damage as well.Some of these items have great potential in specific situations, or with specific gods. This is not an exhaustive list...it is meant to point out some of the most effective situational items.: Requires basic attack stacking, but once fully stacked, makes your next ability deal an extra 80% of your physical power. Note it doesn't proc on abilities that function as basic attack enhancers, such as'sand, or's: Provides both high power and protections, situationally. If you don't find use for other items, this is a solid pickup that will help in all situations.: Has a lot of situational similarity to Shifter's Shield, in that it provides good power and (potential) protections. This one is focused a bit more on mobility, though, to help you if you need to jump in, deal your damage, and get out quickly.: Mostly a defensive item, provides extra movement speed when hit by slows. Combined with added health, this can be a lifesaver.: This should never be forgotten as a potential choice. Balanced protections that are easily stacked in a teamfight mode, with a dose of health and mana. Assassins have it tough...they're usually squishy, and not always the best in a teamfight. Being able to take a bit of punishment is extremely helpful.: Functional as a later-game single survival item. Provides some CDR (make sure you don't overcap), and good balanced protections. In case you're in trouble, it has a passive that stuns nearby enemies when you're at lower health, which can be a life-saver.Some ability-based gods have critical strike functionality built into their kits. They include, and. Consider the crit items in these cases...andand/orshould always be one of them.