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Deity Cernunnos Guide

Mid Conquest
2 0 375
by Ragna_smite updated March 29, 2026

Smite God: Cernunnos

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Cernunnos Build

Starter Build

Notes Conduit Gem gives us extra damage on our abilities making it easier to us to push the first waves, getting pressure against the other midlaner.

Axe so we have a little amount of strength for the first waves and buffs on our autos.

Purification Beads as Cernunnos doesnt have any kind of CC inmune that could help us survive hard situations.

Notes

Conduit Gem gives us extra damage on our abilities making it easier to us to push the first waves, getting pressure against the other midlaner.

Axe so we have a little amount of strength for the first waves and buffs on our autos.

Purification Beads as Cernunnos doesnt have any kind of CC inmune that could help us survive hard situations.

Build Item Conduit Gem Conduit Gem
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Full build

Notes Archmage's Gem helps us on our mission, one-shotting after a single combo, every ability each 20 seconds will give an amazing extra.

Transcendence will be used as a item to have a great early game as it gives us crazy amount of strength and as a way to support Book of Thoth passive with that amount of mana that gives us.

Book of Thoth converts all the man we got with this item and Transcendence into intelligence so our abilities will start shreding all the enemies.

Totem Of Death makes that after using Bramble Blast enemies protection have been reduced on a 24%, making it the best item to set up combos on enemy gods.

Rod of Tahuti core item in every mid build, all the intelligence previously gained from the combo Transcendence + Book of Thoth will be increased by a 25% creating an amazing power spike for us.

Nimble Ring makes that all the intelligence previously obteined will be converted into attack speed, creating a build with a amazing ability damage, attack damage and attack speed.

Obsidian Shard gives us the last key for the build, the penetration for tanks so we one-shot every god.

Notes

Archmage's Gem helps us on our mission, one-shotting after a single combo, every ability each 20 seconds will give an amazing extra.

Transcendence will be used as a item to have a great early game as it gives us crazy amount of strength and as a way to support Book of Thoth passive with that amount of mana that gives us.

Book of Thoth converts all the man we got with this item and Transcendence into intelligence so our abilities will start shreding all the enemies.

Totem Of Death makes that after using Bramble Blast enemies protection have been reduced on a 24%, making it the best item to set up combos on enemy gods.

Rod of Tahuti core item in every mid build, all the intelligence previously gained from the combo Transcendence + Book of Thoth will be increased by a 25% creating an amazing power spike for us.

Nimble Ring makes that all the intelligence previously obteined will be converted into attack speed, creating a build with a amazing ability damage, attack damage and attack speed.

Obsidian Shard gives us the last key for the build, the penetration for tanks so we one-shot every god.

Build Item Archmage's Gem Archmage's Gem
Build Item Transcendence Transcendence
Build Item Book of Thoth Book of Thoth
Build Item Totem Of Death Totem Of Death
Build Item Rod of Tahuti Rod of Tahuti
Build Item Nimble Ring Nimble Ring
Build Item Obsidian Shard Obsidian Shard
Build Item Purification Beads Purification Beads

God Aspect De-Activated

Aspect of Strife

Your Basic Attacks no longer fire projectiles but deal increased damage, cleave, and apply Shifter of Seasons effects to all enemies hit. In addition, Horn Charge's cooldown is reduced when hitting an enemy god.

Cernunnos's Skill Order Notes We start upgrading Bramble Blast as its gonna be our main ability damage and push, after that we go for Shifter Of Seasons so we have better extras on our autos and for the last Horn Charge as its gonna be our only scape. Every time we can, we upgrade our ultimate The Wild Hunt so we get more damage on it for the combo.

Notes

We start upgrading Bramble Blast as its gonna be our main ability damage and push, after that we go for Shifter Of Seasons so we have better extras on our autos and for the last Horn Charge as its gonna be our only scape. Every time we can, we upgrade our ultimate The Wild Hunt so we get more damage on it for the combo.

Shifter Of Seasons

1 X Y
Shifter Of Seasons
4 8 11 12 14

Bramble Blast

2 A B
Bramble Blast
1 3 6 7 10

Horn Charge

3 B A
Horn Charge
2 15 16 18 19

The Wild Hunt

4 Y X
The Wild Hunt
5 9 13 17 20
Shifter Of Seasons
4 8 11 12 14

Shifter Of Seasons

1 X
Activate to toggle between Spring, Summer, Fall, or Winter basic attack bonus effects.
  • Spring: Self Healing
  • Summer Bonus Damage
  • Fall Protection Reduction
  • Winter Slow
Spring Lifesteal: 3 / 3.5 / 4 / 4.5 / 5%
Spring Heal Scaling: 10% Intelligence
Summer Damage: 5 / 10 / 15 / 20 / 25
Summer Damage Scaling: 12 / 15 / 18 / 21 / 24% Strength or Intelligence (whichever is higher)
Fall Physical Protection Reduced: 5 / 10 / 15 / 20 / 25
Fall Magical Protection Reduced: 5 / 10 / 15 / 20 / 25
Debuff Scaling: 5% Intelligence
Fall Debuff Duration: 10s
Winter Slow: 10 / 11 / 12 / 13 / 14%
Winter Slow Scaling: 2.5% Intelligence
Winter Slow Duration: 2s
Cooldown: 0s
Cost: 0

Additional Notes:
  • This effect is always active once ranked.
  • Summer Season basic attacks deal Physical Damage if you have more Strength, or Magical Damage if you have more Intelligence.
Bramble Blast
1 3 6 7 10

Bramble Blast

2 A
Fire a bramble that explodes on hit or upon reaching max range, dealing Physical Damage in an area.
  • This Roots and Cripples a directly hit target.
  • The explosion leaves a bramble area that repeatedly deals Physical Damage.
Initial Damage: 65 / 110 / 155 / 200 / 245
Initial Damage Scaling: 75% Strength + 50% Intelligence
Damage Per Tick: 8 / 12 / 16 / 20 / 24
Damage Scaling Per Tick: 12% Intelligence + 6% Strength
Root Duration: 1s
Range: 8.8m
Radius: 3.2m
Cooldown: 15s
Cost: 50 / 60 / 70 / 80 / 90

Additional Notes:
  • Projectile stops and explodes on first enemy hit. Projectile stops and explodes on walls or at max range.
  • Bramble area hits 10 times over 5 seconds.
Horn Charge
2 15 16 18 19

Horn Charge

3 B
Dash forward, passing through all types of enemies, applying the current Shifter of Seasons effect to targets hit.
  • Deals Physical Damage to all enemies hit
Damage: 90 / 140 / 190 / 240 / 290
Damage Scaling: 85% Strength
Damage Scaling: 85% Strength
Range: 8.8m
Radius: 1.6m
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Cost: 70 / 75 / 80 / 85 / 90

Additional Notes:
  • Dash passes through all enemies.
  • You can cancel this ability at any time.
The Wild Hunt
5 9 13 17 20

The Wild Hunt

4 Y
Polymorph enemy gods into wild boars and start The Wild Hunt.
  • Deals Physical Damage to all enemies in the area.
  • Applies Shifter of Season effects.
Damage: 240 / 320 / 400 / 480 / 540
Damage Scaling: 100% Intelligence + 80% Strength
Polymorph Duration: 1.5s
Slow: 20%
Slow Duration: 1.5s
Range: 8.8m
Radius: 4m
Cooldown: 90s
Cost: 100

Additional Notes:
  • Polymorphed Enemies are Silenced, Disarmed, Slowed, and transformed to look like harmless animals.

Cernunnos Threats

Tap each threat level to view Cernunnos’s threats

Max
2
Major
2
Even
0
Minor
0
Tiny
0

Cernunnos Synergies

Tap each synergy level to view Cernunnos’s synergies

Ideal
2
Strong
2
OK
0
Low
0
None
0

Introduction

Hi, my name is Ragna and I started playing Smite 1 on PC in 2021. I started playing in little community tournaments and after a lot of training and work I manage to play professional tournaments on Atlanta as the Smite Content Cup in 2024.

Now, in Smite 2 I have reached Deity every single split and I have competed in tournaments like Smite Vegas Qualifiers (ending in 5th position of EU) and right now Smite Prime, so Im always getting updated about the best metas on the game.

Apart from that I have a Twitch channel Ragna_smite where we play Smite 2 every single day and we do coaching for the subs to help them to improve on Smite 2, answering questions, talking about the game, etc.

Hope you find this guide as a good starting point for the midlane to improve your Cernunnos skills.

Here are my socials:

Abilities

Cernunnos' Abilities

Passive - Heavy Glaive

Basic Attacks deal bonus Physical Damage to enemies in melee range.

If an enemy diver like an Assassin gets in your face, your basic attacks will hit them with both your ranged projectile and the melee cleave simultaneously, giving you a massive damage advantage in close-quarters boxing.


Ability 1 - Shifter Of Seasons

Activate to toggle between Spring, Summer, Fall, or Winter Basic Attack bonus effects. Spring grants Self Healing, Summer provides Bonus Damage, Fall provides Protection Reduction, and Winter applies a Slow.

This is the core of Cernunnos' identity. You need to constantly cycle through the seasons depending on the situation. Use Fall to shred tanks or objectives, Summer for raw DPS against squishy targets, Winter to chase down fleeing enemies, and Spring to sustain yourself in the lane or during prolonged team fights.


Ability 2 - Bramble Blast

Fire a bramble that explodes on hit or upon reaching max range, dealing Physical Damage in an area. It Roots and Cripples a directly hit target, and the explosion leaves a bramble area that repeatedly deals Physical Damage.

This is your main wave clear and crowd control tool. Hitting the direct Root is crucial for setting up kills, as it locks the enemy down inside the damaging bramble area, allowing you to freely pelt them with your empowered basic attacks.


Ability 3 - Horn Charge

Dash forward, passing through all types of enemies. It deals Physical Damage to all enemies hit and can be canceled at any time.

This is your primary escape and repositioning tool. Because it passes through enemies, you can use it defensively to slide right through a body-blocking opponent, or offensively to dash through the minion wave and close the gap on a low-health target.


Ultimate - The Wild Hunt

Polymorph enemy Gods into wild boars and start The Wild Hunt. It deals Physical Damage in the area, applies your current Shifter of Season effects, and leaves Polymorphed enemies Silenced, Disarmed, and Slowed.

This is a massive, fight-winning ultimate. Dropping this on multiple enemies completely disables their ability to fight back. Make sure you are in the ideal season (usually Fall or Summer) before casting it, as applying that season's effect to the entire enemy team simultaneously creates a massive advantage for your allies.



Example Combos



Standard Clear & Shred: Shifter Of Seasons (Fall) -> Basic Attack -> Bramble Blast -> Basic Attacks

The Chase: Shifter Of Seasons (Winter) -> Basic Attack (Applies Slow) -> Bramble Blast (Roots the slowed target) -> Shifter Of Seasons (Summer) -> Basic Attacks

Team-Fight Dominator: Shifter Of Seasons (Fall) -> The Wild Hunt (Shreds protections on all hit) -> Bramble Blast -> Shifter Of Seasons (Summer) -> Basic Attacks

How to play Cernunnos

Gameplay Start / Early Game

  • Push your first wave. Use Bramble Blast targeting the center of the wave so the area-of-effect explosion damages both the melee and archer minions to maximize your clear speed.

  • Go to your side camps with your jungler, depeding on the start he did (speed or red). Walk into melee range of the camp monsters to utilize your Heavy Glaive passive; the melee cleave will shred the camp much faster than ranged attacks.

  • Go back to lane and push another wave, then fight for neutral camps (like the lane scorpions or mid harpies). Try to be always on a cicle of wave into buff or jungle camp.

  • From here onwards, we get more into Cernunnos's unique playstyle. At this point in the game, you need to actively manage Shifter Of Seasons. Stay in the Summer (Damage) stance to clear waves quickly. If you take poke damage from the enemy, immediately switch to the Spring (Lifesteal) stance to heal yourself back up on the next minion wave.

  • After your first item, Cernunnos gets a strong power spike. If the enemy steps out of position, switch to the Winter (Slow) stance, hit them with a basic attack to slow them, and immediately cast Bramble Blast to guarantee the Root. Switch back to Summer stance and unleash your empowered basic attacks to force them out of lane.

  • Remember, use Horn Charge carefully. It is your only mobility tool. While it can deal damage and pass through enemies, using it aggressively to clear a wave leaves you with no escape from an enemy Jungle gank.


Mid Game:
  • We get into midgame when we have about 3 items from our build online (the 2 stacks + the cooldown). At this point, your basic attacks hit incredibly hard, and your ultimate, The Wild Hunt, makes you a massive threat in 2v2 or 3v3 skirmishes around the midlane.

  • We keep focusing on farm even though we have good kill potential at this point (remember kills are important, but don't waste too much time chasing them; if you do, you will fall behind in farm and experience).

  • Be talking/calling constantly to your Jungle/Support for plays in the jungle or midlane. Your setup with a Winter-stance Slow into a Bramble Blast Root creates very easy kills and can quickly lead to destroying the tier 1 tower.

  • Always be thinking about objective control. When your team starts the Gold Fury, switch to your Fall (Protection Reduction) stance. Hitting the boss will shred its armor, allowing your team to secure the objective much faster.


Late Game:
  • In the late game, Cernunnos is an absolute monster who can adapt to any situation. You have an amazing kit that allows you to shred tanks, burst squishies, and control team fights.

  • Important things you should always be thinking about to survive and deal damage:
    • Where is the enemy Jungler and Solo laner? As the midlaner, you are their primary target. Never walk into the unwarded jungle alone.
    • If an enemy dives you, don't panic. Switch to your Winter stance to slow their movement speed, cast Bramble Blast at your feet to Root them, and use Horn Charge to dash straight through them to safety.
    • In massive 5v5 teamfights, stay safely behind your frontliners. Let them initiate, and rain down Summer stance basic attacks from maximum range.

  • To sum up, always position yourself safely behind your tanks, actively toggle Shifter Of Seasons based on who you are hitting (Fall for tanks, Summer for squishies), and use Bramble Blast to zone narrow jungle corridors.

  • At the Fire Giant, your Fall stance is mandatory. Shredding the Fire Giant's protections makes a massive difference for your team's clear speed.

  • If the enemies are contesting the Fire Giant, save your ultimate, The Wild Hunt. If they group up in the pit to try and steal it, drop the ultimate on them. Transforming the enemy team into harmless boars completely denies their ability to use Relics or secure the objective.

  • At Phoenixes, play similarly to Fire Giant situations. If you are sieging, use Bramble Blast to block the enemy's path and keep hitting the tower. If the enemy team tries to rush out of the Phoenix to defend, unleash The Wild Hunt to silence and disarm them instantly.

  • If you manage to master your seasonal stance-dancing and aggressive positioning with Cernunnos, be sure, you will be a top Cernunnos player.

How to ward as a Midlaner

Early/Mid Game



Here you can see the best spots to ward as a Midlaner.

These wards will help you to be safe during the first instances of the game, giving you the information about if your getting ganked from the solo or duo side.

Very Passive Situation



These wards will help you recover if you come from a bad spot i which maybe you are getting ganked a lot or invaded

Late Game



These wards are use to help your team on teamfight situations or fire gigant pulls, there are a lot of possibilities take those ones who you consider that suits the best to your game situation.

Siege / Defense Phoenix



For this situation there are only two main spots to have a ward, as you can see them rotating from one lane to the others, maybe you could even put one at lane to see if minions are approaching the phoenix but it isn't that important as knowing which lane they are going to siege.

As with that information you could be able to be on the right position before your enemies giving you a great advantage for the teamfight.

Regardless of the role, wards are the most important consumable you can buy, so don't forget to buy two wards after each back!

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