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I prefer these over Warrior Tabi because you get more bang for your buck in the early game especially where you are at your weakest.
Next we will pick up this for mana, CDR, and power.
Now with DB you can start to box and engage in conflicts with confidence. At this point if everyone isn't avoiding a 1v1 conflict with you; you can bag 'em and tag 'em for a free kill.
wind demonNow for sticking power we go with this item. If you are hurting on gold you can go
But, I've had greater success pushing out wind demon.
This item is mainly a filler item but, I choose Titan's Bane to bully the tank or any bruiser god.
Now Void offers a nice debuff to make your engagements as minimal as possible(time wise) with maximum damage inflicted and, you on your way with a kill under your belt.
Passive - Fastest God Alive.
For every 1 ft traveled, Mercury gains a 0.1% physical power bonus on his next basic attack (max 50%).
Mercury also gains additional physical power equal to 25% of movement speed from items or abilities.
This is pretty self explanatory. Moving around will make you hit harder. Building Physical power and movement items will make you truck people.
Made You Look
Mercury moves in the blink of an eye, dealing one melee attack to every enemy within the target area. Each hit may trigger item effects for basic attacks, and can critical hit.
Ability Type: Ground Target
Damage: 90 / 115 / 140 / 165 / 190 (+50% of your physical power)
Radius: 7.5 / 9 / 10.5 / 12 / 13.5
Cost: 50
Cooldown: 8s
This is your bread and butter with Mercury. Through out the early game I'm only using this to poke down my target then moving to clear camps and repeating the poke. I personally like to see how sporadic my enemy is moving so I can better predict his movement pattern to guarantee a hit.
Maximum Velocity
Mercury passively gains movement speed. When this ability is activated, Mercury increases his attack speed.
Ability Type: Buff
Movement Speed: 2 / 4 / 6 / 8 / 10%
Attack Speed: 30 / 40 / 50 / 60 / 70%
Duration: 3 / 3.5 / 4 / 4.5 / 5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 18 / 17 / 16 / 15 / 14s
This is your chase down/tower killer. You can literally reduce a tower to nothing in seconds flat when you pop this. This can also provide a minor escape for you(although i wouldn't count on it as your primary escape)
Special Delivery
Mercury dashes forward, knocking aside minions, grabbing the first enemy god he encounters and spinning them. The enemy god takes damage until the effect ends, and Mercury throws the god in the direction of his choice.
Ability Type: Dash
Minion Damage: 70 / 115 / 160 / 205 / 250 (+60% of your physical power)
Damage per Tick: 10 / 15 / 20 / 25 / 30 (+15% of your physical power) every 0.25s
Damage (Total): 40 / 60 / 80 / 100 / 120 (+60% of your physical power)
Duration: 1s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
This move right here separates the competent Mercuries from the idiotic. Knowing what your ally gods move set are; is crucial here. There is nothing more frustrating than a Mercury tossing an enemy god out of an ult or AoE. So, whenever I'm coming in for a gank I let my lane god know so, I can either A) throw then into an ult or hard hitting move(Scylla-Crush,Kuk -whirlwind etc). You can also use this move to throw and over extended God into an ally tower to get a easy early game kill.
Sonic Boom
Mercury gathers energy for a powerful dash, with the range extending as he does so. He travels the distance faster than the speed of sound, dealing damage to all enemies, stunning them and spinning them around in a random direction.
Ability Type: Dash
Damage: 200 / 275 / 350 / 425 / 500 (100% of your physical power)
Disorient Duration: 1.5s
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s
Now you use this to secure kills in towers and if you time it right you can secure a kill in a tower and never even stop in the tower. Also, if there is a team fight/ gank happening I will come in from the best angle I can and use my Ult to disperse the as many(if not all) of the enemy team/gank squad. So, my team can escape or at minimum not be wiped.
Combos
Now I can't stress this enough the goal isn't to go blow for blow with an enemy god. I'm always looking for an engaged or over extended god to ambush. And when I finally do hit them I want it to hurt so hard they are instantly running for their life while i poke them to death.
Now as previously stated I'm not looking to come blow for blow with any god. So, when team fights are happening I'm looking for the rear gank on a squishy/carry or an out of place God. Then I'm doing that running thing again as the whole enemy time will reroute to your position looking for blood. So, your whole mission is guerrilla warfare. hit and runs. Hopefully your team is smart enough to either help you escape or clean up what you leave behind.
I'll keep the jungle rotation easy. Speed Buff > Mana Buff > clear the solo lane > Fire creeps > middle camp > clear mid lane > opposite middle camp. Then, I am clearing back camps and looking to counter jungle if possible.
I have drawn a rough guide for those who work better with images
AS this is my first guide. I would appreciate any and all feedback left. Thanks.
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1) The ULT!
You did not do this thing justice! There's one HUGE setup with the ult that you missed. To pull this technique off you have to barely ult pass someone. If you do it correctly, you will be able to turn around and pull off 2/3 autos, 1 if you went too far. Regardless, if you do this with a full passive and about half your build, you WILL kill your target. This is by far the hardest, but best, usage of your ult
2) The Start
Throwing dagger start with 2 mana pots? It works, but I find it to be ineffective. Why? Because your Merc. Your goal is to farm up and destroy late. Lacking the sustain from Bumbas really hurts you in the early game because the camps will end up poking you too much. Not only this, but as Merc, you need every piece of gold you can get. Finishing your build before the enemies will turn you into a monster. Without Bumbas though, you're going to end up losing a lot of gold when you share camps with allies. Also, starting with throwing dagger does give you power, but so does just picking up tier 1 boots. It's not nearly as much, but you're not going to missing out of THAT much power. I suggest this start: Bumbas, tier 1 boots, 2/3 health pots, 3 mana pots. This will let you farm up, sustain, and poke your enemies, while also allowing you to get gold more effectively. This start helps get you to your end game build quicker, and safer!
3) Hastened Fatalis? YUCK!
Why do I say this? Because your Mercury. Your not going to be "sticking" to enemies very much. You simply can't, the longer you're in a fight, the worse of a situation you're going to be in due to how squishy you are. Your goal is to do 2/3 autos on a target. A skilled Merc will be able to throw their target into a wall and then body block them to secure their autos. Although this can be a little hard to pull off so some rookies might want hastened fatalis, I still wouldn't. If you pick up hastened you're not going to learn to play the god the right way because you will try to chase enemies rather than just quickly bursting them down.
Pick up Wind Demon instead of hastened 100% of the time. It is an overall amazing item for Merc!
4) Bloodforge over Asi?
Bloodforge is amazing, but really really expensive. Only pick it up when you are ahead, and do it much later in your build. Make sure to pick up wind demon and death bringer BEFORE this item.
However, if your doing average, or behind, pick up Asi. The passive will allow you to heal up a ton of health after a close fight, which let's you get out of a sticky situation. This is important because you're so squishy as Merc, so the extra health that you get from finishing a close fight that ends up proc'ing Asi will help you escape after the kill. It doesn't hurt that this item has a nice amount of pen to help you box the enemy solo, and even towards late game shred the enemy support. (Seriously, build this with titan's against an Athena. If she taunts you, she kills herself. It is the funniest thing ever)
Overall an excellent guide. I would consider thinking about some of the things I've stated in this comment though, as it might help you be a better Mercury! Again, great guide, keep it up man!
1) I will add your ult comment into the guide. I believe we just have different utilization of the ULT. But, yours is definitely good info.
2. Running Throwing dagger allows me to clear quickly and bump my 5 before anyone else is able to and it allows me a few early game ganks which are usually impractical with Merc. "There are a 1000 ways to skin a cat" is all I'm saying.
3. I listed hasten as a cheaper alternative to Wind Demon(which is what I've been using). The movement speed alone helps with the Merc passive.
4. BF being my 3rd item has got me outta some sticky situations personally. ASI is never a bad pick but, if you are up on gold you should definitely invest in it. I will experiment with the build order you've suggested.
Again, thanks for the response and critique. It is much appreciated.