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Ωmegadon's Cernunnos Jungle Guide

0 1 9,383
by Omegadon updated January 28, 2018

Smite God: Cernunnos

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Cernunnos Build

Starter Items

Build Item Bluestone Pendant Bluestone Pendant
Build Item Bumba's Mask Bumba's Mask
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion

Full Build (No need to change anything)

Build Item Ninja Tabi Ninja Tabi
Build Item The Crusher The Crusher
Build Item Qin's Sais Qin's Sais
Build Item Bloodforge Bloodforge
Build Item Void Shield Void Shield
Build Item Brawler's Beat Stick Brawler's Beat Stick

Relics

Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads
Build Item Horrific Emblem Horrific Emblem
Build Item Heavenly Wings Heavenly Wings

Cernunnos's Skill Order

Shifter of Seasons

1 X Y
Shifter of Seasons
2 8 11 12 14

Bramble Blast

2 A B
Bramble Blast
1 3 6 7 10

Horn Charge

3 B A
Horn Charge
4 15 16 18 19

The Wild Hunt

4 Y X
The Wild Hunt
5 9 13 17 20
Shifter of Seasons
2 8 11 12 14

Shifter of Seasons

1 X
Cernunnos imbues his glaive with the power of the 4 seasons. Activating this ability rotates him through 4 different bonuses to his basic attacks.

Spring Growth: Bonus Physical Lifesteal
Summer Heat: Bonus Damage
Autumn Decay: Debuff for 10s
Winter Chill: Slows for 1.4s

Ability Type: Buff
Spring Growth: 6 / 8.25 / 10.5 / 12.75 / 15% Physical Lifesteal
Summer Heat: 5 / 10 / 15 / 20 / 25 (+8% of your Physical Power)
Autumn Decay: 5 / 10 / 15 / 20 / 25 Reduced Physical Protections
Winter Chill: 9 / 10.5 / 12 / 13.5 / 15% Slow
Cost: None
Cooldown: 0s
Bramble Blast
1 3 6 7 10

Bramble Blast

2 A
Cernunnos fires a bramble forward in a line that roots and cripples a single enemy hit. Upon hitting an enemy, wall, or reaching max range it will explode dealing damage and spawning an area of brambles at the location. This area deals damage every .5s and persists for 5s.

Ability Type: Circle, Crowd Control, Damage
Damage: 55 / 90 / 125 / 160 / 195 (+75% of your Physical Power)
Root/Cripple Duration: 1s
Area Damage: 8 / 12 / 16 / 20 / 24 (+5% of your Physical Power)
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Horn Charge
4 15 16 18 19

Horn Charge

3 B
Cernunnos charges forward, damaging and crashing through all types of enemies.

Ability Type: Dash, Damage
Damage: 70 / 125 / 180 / 235 / 290 (+80% of your Physical Power)
Range: 55
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 17 / 16 / 15 / 14 / 13s
The Wild Hunt
5 9 13 17 20

The Wild Hunt

4 Y
Cernunnos selects an area where The Wild Hunt will begin. After a 1s delay, enemies in the area will be damaged and Polymorphed into wild boars. Polymorphed targets are silenced, disarmed and slowed. Polymorph is not affected by diminishing returns.

Damage: 200 / 250 / 300 / 350 / 400 (+90% of your Physical Power)
Polymorph Duration: 1.5s
Slow: 20%
Radius: 25
Cost: 100
Cooldown: 90s

Introduction

Hello! I am Ωmegadon, and this is my Cernunnos Jungle guide.
Firstly, I'd like to explain the god. Cernunnos is in fact a ranged ADC (Attack Damage Carry), but his kit allows him to jungle quite effectively. Now, I can't promise that Cernunnos is the absolute best jungler, but it is so fun to play. It tickles my creative playstyle side.

Pros / Cons

Pros
Very strong damage dealer, with a very creative kit.
Very strong poke and harass.
Able to dash into or out of fights.

Cons
Fairly squishy like any other ADC.
Cannot 1v5 effectively.

Items

There's many ways to build any ADC, but for this god in this role, I prefer flat pen, and a little bit of protections. I have a very set build for my Cernunnos. You are welcome to change things as you see fit. I've kept my build as versatile as I could. With Ninja's, Qin's, he is an absolute tank shredder. Little bit of protections if I have to box a Bellona, and some lifesteal just to keep me going. With these items, you will be able to kill, survive fights, and even solo the Fire Giant in the late game while your team keeps the enemy occupied.

Skills

With Cernunnos, I like to max my 2 first. Its great for lane clear at start, great poke, and if you land an enemy god in the center of it, gives a nice little root. I max my 1 second, which in itself is a unique ability. Using your 1 will change what it actually does, a set of buffs if you will. Spring is added lifesteal, Summer is added power, Autumn decreases enemy physical protections, and Winter causes basic attacks to slow your enemy for 1 second. As a rotation, you could say, I like to use my winter until I'm almost within melee range, switch to autumn to drop protections, then ill use my 2 to root them, swap to summer and eat them alive. It's a bit complicated until you get used to it. But once you have it down, you're a monster.

Basic Jungling 101

This is a very basic run through of how I Jungle. Awareness and circumstances can always change at a moments notice, which is why I'm keeping this very basic.

Current Meta has the jungler starting with solo. So clear the first wave, down the Fire Elementals together, clear Wave 2, get your speed and mana If you have time for both. Solo should still have plenty of mana, so it's not an immediate priority. Normally when I jungle with Cern, we usually have the stronger clear, so if you can push up a bit in the next wave or two, go clear the back or side harpies together. At this point, you should be level 4 or 5, and perfectly capable of poking until you can dive for a kill. Even if you don't get a kill, it's perfectly acceptable for you to babysit the lane while your solo backs and returns. Try not to push the lane up too hard though, lest your solo have nothing to farm safely. Absolute priorities for me, is the Fire Elementals and the Gold Harpies. Vision is good, and its good xp and gold. From there, you should have wards on you, feel free to go exploring the enemy jungle, rotating buffs, assist with ganking.

Team Fights

Team fights are almost always a complete mess, unless you have an exceptionally coordinated group. And since that rarely happens in randoms, were going to focus on what YOU can do. Your two is a great way to keep the waves cleared, good poke, maybe land a root for some chain CC. With Cernunnos' dash, you can be ready to dive or peel whenever necessary. Also, being the jungler, you can try to sneak to the enemy backline, throw a 2 and some basics, and at the very least panic them a bit. It's hard to be confident fighting when you're getting hit from both sides.

Summary

This concludes my Cernunnos guide. I do not suggest taking this guide as gospel. You can change anything you wish at any time. But this is the build I enjoy using. If you found this guide useful, please give it some love.

Friend referral LINK
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