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[ARENA] Mercury: How to be the #TOP1 SMITE BOXER on Arena

2 2 7,519
by fawniE updated October 1, 2022

Smite God: Mercury

Build Guide Discussion 3 More Guides
Tap Mouse over an item or ability icon for detailed info

Mercury Build

START

Notes Death's Temper is the last item before Envenomed Deathbringer. We need to start with good damage for the firsts team fights. Deathbringer comes with good physical power and when the crit comes, it already comes strong for the initial team fights.

Notes

Death's Temper is the last item before Envenomed Deathbringer. We need to start with good damage for the firsts team fights. Deathbringer comes with good physical power and when the crit comes, it already comes strong for the initial team fights.

Build Item Short Sword Short Sword

FINAL BUILD WITH BLOODFORGE

Notes Envenomed Deathbringer isn't a must. Consider finishing Envenomed Deathbringer as the last thing, after Death's Temper. We need to save those 600 gold from the Glyph for the next item asap. By getting the next item sooner, youll hit harder and ascend faster. Time is running, and its precious!

Notes

Envenomed Deathbringer isn't a must. Consider finishing Envenomed Deathbringer as the last thing, after Death's Temper. We need to save those 600 gold from the Glyph for the next item asap. By getting the next item sooner, youll hit harder and ascend faster. Time is running, and its precious!

Build Item Deathbringer Deathbringer
Build Item Hastened Katana Hastened Katana
Build Item Demon Blade Demon Blade
Build Item Dominance Dominance
Build Item Bloodforge Bloodforge
Build Item Death's Temper Death's Temper

BLOODFORGE ALTERNATIVES

Notes I tested Arondight with Merc, but its passive doesnt help a lot, since you have high mobility and damage already. Its like another Hydra buff. About Qin's, I'd say you can have a carefull look at this item, because it is very strong for basic attacks. But consider we have a few time to build our god. The fourth item might be the last!

Notes

I tested Arondight with Merc, but its passive doesnt help a lot, since you have high mobility and damage already. Its like another Hydra buff. About Qin's, I'd say you can have a carefull look at this item, because it is very strong for basic attacks. But consider we have a few time to build our god. The fourth item might be the last!

Build Item Arondight Arondight
Build Item Qin's Sais Qin's Sais

ALTERNATIVE BUILD

Notes If you choose to use Qin's, I'd say better build crit and pen before (because of the time we have - considering that the 4th item could be the last). If you want, you can try doing Qin's before Dominance. I preffer Dominance first, since we will already have good damage on punches, plus we will be able to punch literaly everyone, including tanks. Plus, the 4th item might be the last, so we already built our damage on crits

Notes

If you choose to use Qin's, I'd say better build crit and pen before (because of the time we have - considering that the 4th item could be the last). If you want, you can try doing Qin's before Dominance. I preffer Dominance first, since we will already have good damage on punches, plus we will be able to punch literaly everyone, including tanks. Plus, the 4th item might be the last, so we already built our damage on crits

Build Item Deathbringer Deathbringer
Build Item Hastened Katana Hastened Katana
Build Item Demon Blade Demon Blade
Build Item Dominance Dominance
Build Item Qin's Sais Qin's Sais
Build Item Death's Temper Death's Temper

FINAL ITEMS

Notes Leave the Death's Toll for lvl 19~20. Envenomed Deathbringer costs 600 gold for a little extra help. We can use those 600 gold for builing the next item, since we dont have much time.

Notes

Leave the Death's Toll for lvl 19~20. Envenomed Deathbringer costs 600 gold for a little extra help. We can use those 600 gold for builing the next item, since we dont have much time.

Build Item Death's Toll Death's Toll
Build Item Envenomed Deathbringer Envenomed Deathbringer

Mercury's Skill Order

Made You Look

1 X Y
Made You Look
1 4 10 12 14

Maximum Velocity

2 A B
Maximum Velocity
2 6 7 8 11

Special Delivery

3 B A
Special Delivery
3 15 16 18 19

Sonic Boom

4 Y X
Sonic Boom
5 9 13 17 20
Made You Look
1 4 10 12 14

Made You Look

1 X
Mercury moves in the blink of an eye, dealing one melee attack to every enemy within the target area. This ability can Critically Hit, and triggers Ability related Item effects, not Basic Attack related Item effects.

Ability Type: Ground Target
Damage: 80 / 115 / 150 / 185 / 220 (+60% of your Basic Attack Power)
Radius: 7.5 / 9 / 10.5 / 12 / 13.5
Cost: 50
Cooldown: 9s
Maximum Velocity
2 6 7 8 11

Maximum Velocity

2 A
Mercury passively gains movement speed. When this ability is activated, Mercury increases his attack speed and is immune to slows for the duration.

Ability Type: Buff
Movement Speed: 2 / 4 / 6 / 8 / 10%
Attack Speed: 30 / 40 / 50 / 60 / 70%
Duration: 5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 18 / 17 / 16 / 15 / 14s
Special Delivery
3 15 16 18 19

Special Delivery

3 B
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 (+80% of your Physical Power)
Damage per Tick: 10 / 15 / 20 / 25 / 30 (+16% of your Physical Power) every 0.25s
Damage (Total): 40 / 60 / 80 / 100 / 120 (+64% of your Physical Power)
Duration: 1s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Sonic Boom
5 9 13 17 20

Sonic Boom

4 Y
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: 100s

Mercury Threats

Tap each threat level to view Mercury’s threats

Max
3
Major
1
Even
1
Minor
0
Tiny
0

Mercury Synergies

Tap each synergy level to view Mercury’s synergies

Ideal
1
Strong
0
OK
0
Low
0
None
0

Introduction

ALERT: THIS IS AN ARENA GUIDE ONLY!


Hi. My name is Luan, im from Brazil and i play smite since it was playable on Hi-Rez. I stoped and came back a few times, but right now im only playing arenas because of my college studies. As a brazillian speaker, forgive me if i made any coherence mistake


(oh, and im a layman on html and programming languages, sry for that too...!)

So, first of all, in respect of this community and the effort to keep with good contents, allow me to present a guide without statistics. The purpose of making this guide is precisely because I think I found gold with several characters especificaly in this mode. I'm playing so much arena that I ended up catching the dynamics, the relationship between time and money and the pressure. I plan to post more Arena guides, focusing on burst damages since the first second of the game. So it wasn't by chance, it was a lot of testing, but unfortunately, due to the time I need to dedicate to things in life, I couldn't write down any numbers. The tests gave me a lot of understanding of how the mode works, its duration, its dynamics, the time of teamfights, therefore the order of items that need to be done.



I could see that we don't have a lot of time and money to do things, so with Mercury I didn't find the Glyphs very important other than the Envenomed Deathbringer, but I preferred to leave it for last, after Death's Temper. About Death's Temper, leave it for the final levels, if not 20 (buying Death's Coils on lvl 19~20). It is going to be the last thing before Envenomed Deathbringer. So probably you wont have time to buy Envenomed Deathbringer, because you wont even have time to finish Death's Temper or even Bloodforge

Initial Considerations

~ I consider 7-9 minutes to be half a game. And at this stage, 3 items need to be done, or at least 2 finishing the third.

~ The game can end on the 4th item.

~ The game is fast, it needs effectiveness since the beginning so we can have the ascension and strong punches.

Pros & Cons

PROS


High damage due to critical, therefore quick checkout to escape soon

When completing Dominance, high damage to tanks

At the end of the game you can mend from one kill to another before fleeing



CONS


Any crowd control cancels you

Too much escape does not cooperate

CC and escape is the perfect combo for an extreme threat


About build order and items

I tested a lot of attack speed along with movement, only movement, only attack speed, crit with movement, only crit, and so on. But the focus here is to organize the items in order to keep up with the rythm of the game and its duration.


The mixture I found the best DPS was this, mixing critical with penetration, and using Hastened Katana as it nullifies the basic attack movement penalty and offering us more (flow maybe? idk the word). Wind Demon is the third item, offering buffs and crti pen (10% crit penetration, 10% movement speed and 10% attack speed when crit), without adding the bonus of your second skill. The items we tend to consider priority within a build during an arena match are 4. From 4 to 6, this is the default. We won't always end up doing Death's Temper or even Bloodforge. So I chose items that take into account the first 4 in their respective priority orders.

Deathbringer is the best start, considering 1350 gold on Short Sword, providing 25 physical power and allowing you to do the speed buff for the first second of the game alone without the help of the team (thats not 'awesome', but its a matter of advantage and surprising the adversary, sometimes you end up getting the 'first blood' because you finished the monsteers faster than the opponent). After completing Deathbringer, 2:30~4:00 minutes have passed. 2 or 3 team fights happened, the next one will be imminent. Critical is an excellent start. Always consider that you are not alone, the assassin will always be one more obstacle, coming from behind or around corners. The second item will be the Katana, as it nullifies the basic attack movement penalty. Wind Demon providing a buff from critical hits, movement speed and attack speed. The fourth item would be one of the lasts, if we think about the duration of the game. So we will consider the first 3 items in choosing this one. We have a lot of critical damage, 30% attack speed, without adding the buff of the second skill. Dominance would be the item, giving us 30% extra penetration from our basic hits. Mercury just needs it now, the crit already gave us a little damage, we are now growing by 30% penetration and 55 physical power (which would be one of the first options before the massive damage on a mage perhaps). And then the massive damage. The fifth item is the damage item, it has to have high physical power. Therefore, I chose the 75 power ones. I picked Bloodforge that offer movement speed and shield when knocking out an enemy, considering that we're going to kill a lot with this build. Death's Temper is the 6th item of the build, and it is going to be finished in the last moments of the match, when the ambient sound increases and the game is about to end.

About the order of skills and combos

Considering that we always start with the first 3 levels, I always put it in the 3 first skills.
His third skill doesn't scale the damage much, and it's not meant to. Until the end of the game, it will only be an escape or a start for a possible isolated prey.
Your first skill is the only one that deals damage, but its not effective considering your damage is on your fists. So focus on the second skill, the one that gives you movement and attack speed.




You will almost 99% of the time start from behind or from the sides of your opponent. So you can leave the third skill for a possible escape when you knock down somebody.



If the pressure is by your side, try to use your third as a starter. You can throw the isolated pray to your team by turning your camera to them. Remember that: your escape also grabs and throws someone!

About your passive

His passive that converts movement speed to damage does not scale as much as mana for Kukulkan. Even using a lot of movement items, we didn't get the damage that this build offers, because the movement items don't offer as much physical power or critical, being more focused on attack speed or penetration.

So i could think of 3 types of items to assemble the build, with the exception of movement speed:

    critical damage
    damage converted by mana
    attack speed

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1
fawniE | October 1, 2022 1:47pm
Feel free to ask, say or judge, im whilling to do a Kukulkan arena guide for 20 minimum kills, its pretty fun, stronger than merc...
1
KristenLeighxx | October 8, 2022 12:52am
Would love to see a Kuku build from ya! He's my main and I love what I'm building lately, but always looking to improve!
1
fawniE | October 10, 2022 4:52pm
I have made a few changes on Kuku build since october 1, have to say. But items are pretty much the same for mages so as for physical ones. There are exceptions because of the passives and the habilities from every single god but i can give you a leak: the mana convertion for mages, from thoth, is too strong. Imagine on Kuku...! Im considering the glyph from executioner on this merc, the one that gives you 2% bonus damage (in a max stack of 10 = max 20% dmg) for each basic attack u deal or takes from the enemy your fighting, and still trying to fit Qin's somewhere...
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