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Hello all! This is my first build. I won't be going into much depth with this build, because I plan to make an in-depth guide to her at a later date. I am open to all constructive criticisms, and if you don't like the build tell me why.
Serqet is one of the most squishy assassins in the game. Because of that I build lots of damage on her, so she can get in, kill a god or two, and get out before they can react. Know this though, Serqet is NOT op. I have used this build to good results, but you have to be somewhat careful with her. Her 1 is a great ability for damage, and is really her only escape. Yes her 3 is a jump, but it has that half second charge time giving the enemies time to stun you. Her 2 is in my opinion her strongest ability, since you can taunt the enemies giving you time to get the kill. I have also seen some Serqet players land her 2 on two different gods making them fight, and I think you know what the Serqet did. Her ultimate is not very good though. The first time you level it up it only does 150 damage and its over 5 seconds. The 100% heal reduction is pretty good though, which is great for stopping that Ra from healing himself.
Have fun!
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Gonna have to disagree on maxing Deathbane before Cobra's Kiss
Neither gain CDR, but it breaks down like this.
Deathbane gains 20 damage that can, theoretically, hit more than one target. As an assassin, this is unlikely.
Cobra's Kiss hit's one target, and gains the same 20 damage, but the madness attacks gain 10 damage per rank, AND the CC duration increases, which is pivotal for an assassin - locking a target down.
And it's odd to have a summary when you have no guide.
Items aren't half bad though.
I'd have to disagree with you on maxing CK before DB, although it only adds 20 damage per tick you have to realize that it is 60 damage per level, because it can hit three times, plus your crit chance on top of that, resulting in up to 120 damage added per level.
All in all, I feel that the madness duration from a level one or level two CK is ultimately enough when you 3 behind them, ult them back towards tower, CK to bring them in close then DB at your feet. You're not a AA based god so having the extra madness duration is relatively worthless early game, unless you've got a team that is severely lacking in CC, you've got a quick burst kit with decent maneuverability. Having the lockdown, unless you're laning, really hurts your potential as an assassin. Just my opinion though.
Oi
Loki is in some thick honey rn but good players can destroy if they know what they're doan
High five me. :D
Did you just call Loki a good assassin?
Oi
Loki is in some thick honey rn but good players can destroy if they know what they're doan
Anyway, your job in teamfights is to jump in with your 3 (ideally in the jungle), landing your ultimate on a high-priority target, and watch as they either try to kill you or heal their teammate. Fun either way, as you dash away behind them, and use Cobra's kiss on their fleeing adc.
Neither gain CDR, but it breaks down like this.
Deathbane gains 20 damage that can, theoretically, hit more than one target. As an assassin, this is unlikely.
Cobra's Kiss hit's one target, and gains the same 20 damage, but the madness attacks gain 10 damage per rank, AND the CC duration increases, which is pivotal for an assassin - locking a target down.
And it's odd to have a summary when you have no guide.
Items aren't half bad though.
If you want to make it a guide the. Add info of how you play, that is if you want votes at all. The reason for that is that a build doesn't make the player strong, skill however does.
Builds are just to easy to make since in most roles the god genarally get very similar builds.