Smite God
Cerberus

Warden of the Underworld

Smite God Cerberus
Favor: 11000 Gems: 200

Role: Guardian
Types: Melee, Magical

Skills

Cerberus Skill Spirit of Death Cerberus Skill Paralyzing Spit Cerberus Skill Ghastly Breath Cerberus Skill Soul Expulsion Cerberus Skill Stygian Torment

Cerberus's Lore

Smite God Cerberus Do not pass the black expanse of the river Styx if blood still flows in your veins. For there, upon the opposing shore, stands guard a beast of impossible animosity. Three fanged wolf heads will be your welcome, hackles raised, eyes like embers, burning green with ghostly flame. A sinuous tail whips with a mind all its own, barbed with the head of a serpent, forked tongue tasting the air. Should your body still be warm with life's glow when you dare set foot upon the shore, Cerberus, Hound of Hell, will feast upon your flesh, consuming both body and soul.

No mercy resides in this creature. He is a monster, brought into this world by the Mother of Monsters, Echidna, for no other purpose than to guard the gates of hell. There he remains, eternally chained to the shrouded passage. None of the living may enter. None of the dead may leave.

Hades, master to Cerberus, has unbound his servant to the battlefield of the Gods. With his poisonous breath, his acidic spittle, his gaze that can turn flesh to stone, Cerberus now hunts freely in the world of the living, eager to drag everyone back down to hell.


Cerberus Guides
Season 4 Guides
Smite Fire Author
FR
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Season 4 Builds
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FR
3 Comments
January 8, 2018
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1 Votes
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Smite Fire Author
FR
6 Comments
January 10, 2018
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2 Votes
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FR
0 Comments
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God Discussion

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Branmuffin17 (171) | January 8, 2018 10:44am
At least he's got really long CDs.

Wonder if I'm thinking of Paralyzing Spit the correct way...so the tail spits venom, and at rank 20 does 170 (+20% magical power) damage (before mitigations). Each dog head that's alerted also spits...but they do 20% less damage each.

So...max alert could deal (at rank 5) 170 + 136 + 136 + 136 = 578 damage (+ scaling) with a 2.2 second stun...that's pretty crazy for a single ability for a guardian.

Then you've got Ghastly Breath, which (if all 7 hits connect) deals 385 (+87.5%) damage, + protection reduction (up to 60%?!?) + a slow (up to 36%)...

Let's say he's level 4, and he's got a point each in Expulsion and Breath, and 2 in Spit. He could deal 60 + 105 + 272 = 437 in a full combo hitting everything (before mitigations, not counting scaling). Geez.

Does Soul Expulsion have a limit on souls it creates for healing? Guess the small radius (15) should help keep that in check. Let's say he can hit 3 minions and a god...at rank 1, that's 30 + 15 + 15 + 15 = 75 health, which isn't all that bad. Nice sustain, but nothing huge, and he still has to actually hit them to get the health. That seems reasonable.

I need to get on PTS to check this stuff out.
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Branmuffin17 (171) | January 9, 2018 2:54pm
Well I just watched a couple of gameplay videos (one of Incon watching a Season 5 preview at HRX, and one of DM in PTS). Also, I'm sold on the new map...the graphics look incredible...the light side has a nice sun/shadow effect, and the dark side is very foreboding. Fog of War looks great in action too.

Cerberus looks pretty strong right now. That leap has enough distance, and the radius is actually a decent size, so that he should be able to hit more than 3 minions (I'll confirm tonight). I tried getting on PTS last night but it kept saying I had an incorrect version, even though it was fully updated. Oh well.

His ult has an incredibly large AOE, and then he has like 2 seconds or so before the enemies are actually pulled in front of him (like an Ares ult but put in front of him like a doggie treat).

I'm guessing they're going to have to decrease the size of the radius on that ult, or tone down his other abilities a good amount.

The one thing right now that makes him difficult to play is that if his Paralyzing Spit difficult to use is that , which has a fairly wide hitbox with the side heads when they're all awake, hits a wall at any point, the entire thing stops. So he can't hit through walls, and he has to be careful not to hit a wall if an enemy is close, or the entire thing may not hit...this means a lot of times, if not out in the open, you might only be able to get 1-3 hits (side, and middle head + tail), and you won't get all hits to stun.

Personally, that's an awkward thing, and I'd hope they might fix that so that if one of the projectiles hits, it stops but doesn't prevent the rest of them from continuing until they strike a god, the wall, or reach max distance.
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Branmuffin17 (171) | January 10, 2018 12:53am
Final general report. Got a feel for Cerb in jungle practice, then played him in an Arena match.

Firstly, it's nice that Paralyzing Spit, when all heads are awake, has a narrowing targeting effect (triangular, ending at a point). This is so you can potentially get all 4 hits in for the stun effect, which is easier in some respects than I thought it would be. This is similar to The Morrigan's Deadly Aspects, but with the range to hit an entire minion wave (and it's freaking strong).

Also, need to correct something above...projectiles that hit the wall do NOT stop the rest of them...which is good. You won't get the stun if you're not careful near walls, but at least you'll still connect with some damage.

Gem of Isolation in combination with Ghastly Breath is extremely easy, high % slow that you can throw all around you during the channel to get the effect. It's a luxury, but it's nice. Also, the first tick of Ghastly awakens all heads, so if you need the stun, you can cancel the channel and immediately cast Spit.

Soul Expulsion has a large enough radius so that you can hit 4 moving minions. Of course, if you can move into the wave to draw the melee minions toward the archers, then you can hit all 6. There is currently no limit to the # of souls it creates that I can see, so this is a valid strat for Solo lane for some very nice, easy sustain. Those souls follow you, making it easy to kill them, especially if you're comboing into other abilities. It's a fairly slow movement.

Stygian Torment has a short charging time, similar to that of Xing Tian if I'm not mistaken. The radius feels HUGE though...if nothing else, it's a great Beads burner.

So, back to that arena match...went 2/6/20. Not great, but I think I did my job overall. Pretty good tanking (32k taken, 32k mitigated). Enemy Cerb and I had the same idea with the first half of the build. Dealt almost 20k damage.

My build was:
Funny thing is...I felt pretty squishy. The times I did commit to an initiation with Soul Expulsion I was quickly blown up. Even when I blinked in and used ult, I would take some pretty solid damage and would have to use Expulsion to escape (which has pretty good distance, but is a fairly slow jump). Use it with some discretion. Consider Heavenly Wings as a 2nd relic if no one else gets it.

I do generally stand by the need to get CDR, but 30% is probably enough...40% is great, but if you've got other items you'd like to get, don't feel like you need to max it.

Anyway, Cerb's kit feels nice overall...I was immediately comfortable with it.
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overld1 (16) | January 8, 2018 8:48am
What he’s a guardian (didn’t saw the patch notes) I thought when I first saw him, my reaction would be that he’s a assassin.
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Technotoad64 (42) | January 8, 2018 5:34am
When was the last time we got a god without any kind of escape or gap-closer ability? The Morrigan has Confusion, Skadi has Permafrost...

It was Ah Puch, April 2015.
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Wayne3100 (33) | January 8, 2018 12:59pm
Is Permafrost really considered an escape / gap-closer ability?
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Branmuffin17 (171) | January 8, 2018 1:41pm
So, I'm thinking about this, because honestly, I don't think a gap-closer should be in the same list as an escape.

To me, he's counting Ah Muzen Cab as one of the non-escape gods. If Hive doesn't count, then I don't see a huge difference between it and Permafrost. They have differences, yes.
  • Hive is a deployable. A single one will persist unless he creates too many, or if it's hit with a basic attack. It provides 10-30% MS in a very large radius (90 units). As long as he's in the radius, he gets a nice MS boost.

  • Permafrost is an AOE ability that lasts for 3 seconds. It provides 20-40% MS while Skadi is on it, and lasts for 3 seconds once she leaves it.
Hive, in some ways, is the better escape option. If he can leave a string of them along his path of retreat, he can have elevated MS for a significantly longer time than she would, especially since Permafrost has a CD of 18 seconds. Granted, Perma can mess up an enemy with the slow, though with proper direction, they can at least continue the chase, but this is outside the realm of the discussion.

Neither is what I would consider a true escape. To me, those would be:
  1. An immediate dash (no other requirement than to activate the ability, such as Athena, Kumbhakarna, Cupid, Agni). Sure, Skadi can cast beneath herself, but I still don't call it a dash.

  2. A leap ( Discordia's short one that provides invulnerability for that short time and can still go through/over walls, or more obvious ones like Fenrir, Odin or Nike).

  3. Flying / non-targetable ability ( Freya, Ratatoskr, Arachne, Apollo)

  4. Teleport ( Loki, Ao Kuang, Chaac)

  5. Invisibility of any type ( The Morrigan, Loki)
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SkyPirateShini (2) | January 8, 2018 8:55am
Wouldn't his 3 count? Or is it too short?
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Technotoad64 (42) | January 8, 2018 10:07am
His 3 does count, that's the point. I'm annoyed that we haven't gotten a god without mobility since Ah Puch. Counting Cerberus, we still haven't.
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