Cernunnos is an important god in Celtic polytheism and should be added to SMITE ASAP. Here is my kkit for him.
Cernunnos: The Horned God
Type: Melee, Magical
Class: Guardian
Pros: High Crowd Control, High sustain
Passive: The Wild Side - Cernunnos and nearby allies deal 10% more damage against jungle camps and minions
Ability 1: Natures Embrace
God form: Cernunnos roots all enemies in the target area damaging them
Deer form: Cernunnos heals all allies in the target area boosting movement speed
Damage: 25/50/75/100/125 + 10% of magical power
Root: 1/1/2/2/2
Healing: 50/100/150/200/250 + 15% of magical power
Movement Speed buff: 15%
Movement speed duration: 6 seconds
Mana Cost: 60/70/80/90/100
Cooldown: 16 seconds
Ability 2: Wild companion
God form: Cernunnos sends foward a ram headed snake. If it hits an enemy attack them (fights like kaldr)
Deer form: Cernunnos sends foward another deer. if it hits an enemy, they are damaged. If it hits an ally, it will then become a ward for a duration.
Snake attack damage: 50/60/70/80/90 + 20% of Cernunnos's basic attack damage
Deer damage: 25/50/75/100/150 + 15% of magical power
ward duration: 15 seconds
Mana Cost: 70/75/80/85/90
Cooldown: 14 seconds
Ability 3: Change form
Cernunnos switches forms between his god form and deer form.
Mana Cost: 0
Cooldown: 1 second
Ultimate: The Wild Hunt
Cernunnos turns into a golden stag and he surrounds himself with a herd of deer and he charges foward with increased movement speed. Hitting enemies disorientates and damages them.
Damage: 50/100/150/200/300 + 80% of magical power
Movement speed buff: 25%
Disorientation: 1 second + 1 second for every other god hit
Duration 5 seconds
Mana Cost: 90/100/110/120/130
Cooldown: 140 seconds
So this is what I have in mind for Cernunnos and I wish to see him in the game soon. I struggle with the numbers/stats so any feedback would be welcome.
Ability 1: Natures Embrace
God form: Cernunnos roots all enemies in the target area damaging them
Deer form: Cernunnos heals all allies in the target area boosting movement speed
Damage: 25/50/75/100/125 + 10% of magical power
Root: 1/1/2/2/2
Healing: 50/100/150/200/250 + 15% of magical power
Movement Speed buff: 15%
Movement speed duration: 6 seconds
Mana Cost: 60/70/80/90/100
Cooldown: 16 seconds
*Nature's
Remember you can use decimals. (For example, Book of Demons has decimal values in the stun duration.) I would change it to
Root: 1/1.5/2/2.5/3 seconds
The damage and healing seems a bit weak to me. Is it in a large area? Khepri's root, Solar Flare, does more than twice as much damage.
Ability 2: Wild companion
God form: Cernunnos sends foward a ram headed snake. If it hits an enemy attack them (fights like kaldr)
Deer form: Cernunnos sends foward another deer. if it hits an enemy, they are damaged. If it hits an ally, it will then become a ward for a duration.
Snake attack damage: 50/60/70/80/90 + 20% of Cernunnos's basic attack damage
Deer damage: 25/50/75/100/150 + 15% of magical power
ward duration: 15 seconds
Mana Cost: 70/75/80/85/90
Cooldown: 14 seconds
*forward
Magical basic attacks scale for 20% of a god's magical power. That snake does little more than 90 + 4% of Cernunnos's power. It should either have really high attack speed or a lot of health. And as for the ward, the ward doesn't last very long considering how placing the ward makes you miss out on the damage (and the snake, whatever its purpose is, unless each form of an attack has its own cooldown, as I assume it does).
Ability 3: Change form
Cernunnos switches forms between his god form and deer form.
Mana Cost: 0
Cooldown: 1 second
I really like the idea of a god changing into their animal form, since it seems like a very common power in several pantheons. I also really like the idea of a guardian with multiple stances.
Ultimate: The Wild Hunt
Cernunnos turns into a golden stag and he surrounds himself with a herd of deer and he charges foward with increased movement speed. Hitting enemies disorientates and damages them.
Damage: 50/100/150/200/300 + 80% of magical power
Movement speed buff: 25%
Disorientation: 1 second + 1 second for every other god hit
Duration 5 seconds
Mana Cost: 90/100/110/120/130
Cooldown: 140 seconds
*disorients, not disorientates
Seems pretty solid to me, but I have a couple questions. What about gods that are hit multiple times? Can you turn while charging forward?
To answer those questions 1, Nature's embrace, the target area would be about the size of Chaac's axe throw. I didn't want to scale the damage to high because this god is about utility and support, but I was guessing with the numbers so I an happy to change the damage to that. 2, wild companion, now you point it out it does do really low damage. I would perhaps change it to 90 + 20% of his magical power. As for the ward its really just there for if you miss it's not completely useless and 3, gods can be hit multiple times, but the disorient could only be applied again after it had finished the first time. I imagine the steering would be like Guan Yu's cavalry charge, so you could steer, but it is still avoidable. Thanks for the spelling corrections and the feedback.
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Marethyu
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Marethyu
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