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Mercury - A Guide to Boxing

2 1 18,409
by TricksterPDH5 updated October 10, 2013

Smite God: Mercury

Build Guide Discussion 0 More Guides
Choose a Build: Jungle
Jungle Solo Lane Support
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Mercury Build

Build Item Death's Toll Death's Toll
Build Item Warrior Tabi Warrior Tabi
Build Item Heartseeker Heartseeker
Build Item Bloodforge Bloodforge
Build Item Rage Rage
Build Item Deathbringer Deathbringer
Build Item Titan's Bane Titan's Bane

Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)

Mercury's Skill Order

Made You Look

1 X Y
Made You Look
4 7 11 12 14

Maximum Velocity

2 A B
Maximum Velocity
2 3 6 8 10

Special Delivery

3 B A
Special Delivery
1 15 16 18 19

Sonic Boom

4 Y X
Sonic Boom
5 9 13 17 20
Made You Look
4 7 11 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 3 6 8 10

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
1 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

Introduction

To start off, I am making this build because apparently the concept of building Mercury in a way that maximizes his damage eludes people. I understand his passive and the usefulness of it, however, Mercury should NOT be built in an attempt to utilize his passive. Nor should he be built attack speed. With just his Maximum Velocity buff and one attack speed item, he just about hits the cap. This is a god that has more then enough utility to catch people, and when his damage is capitalized he is a force to be reckoned with.

Pros/Cons

Pros

-High burst damage
-Great minion clear
-Great ganking utility and control of team fights with Special Delivery
-Two initiates with Special Delivery and Sonic Boom
-Good kill secure with Made You Look and Sonic Boom
-High instant travel distance with Sonic Boom
-Great in 1v1s due to high damage, Special Delivery, and Maximum Velocity (Also Sonic Boom if needed).
-Great Escape with Sonic Boom

Cons

-Squishy as a sponge
-Messing up Sonic Boom could get you killed
-Using Special Delivery poorly could throw off both you and your team
-Walls are a pain
-While charging Sonic Boom, if you get hit by a stun while you need to run, you're probably done (due to the charge resetting)

Items and Explanation - Part 1 - Jungle Build

Instead of explaining why each item is good on him, I'm going to explain why each item should be used on him in each particular build.


Death's Toll: I know what you're thinking: " Death's Toll? Why not Bumba's Mask?" Well it's because Mercury doesn't need it. With the attack speed that he gets Death's Toll not only does the trick, but does it better thanks to that physical power. You will notice a difference in how hard he hits just off of this little item right here. Also your camp clear time will increase significantly enough so that it makes up for one or two more backs in the ENTIRE GAME due to not having the health or mana back that Bumba's does. In addition this is a god that Death's Toll holds its value on longer than Bumba's.

Warrior Tabi: Yes, Tabi, not Boots of Celerity. Celerity gives a bit more movement speed and with his passive 15 physical power. Not only does Mercury's passive apply to Tabi as well, but the base physical power from Tabi doubles what your passive would've given you with Celerity. Not to mention the 15 penetration that helps out a lot early on, and is still useful later. Celerity = Bad buy. Tabi = All day.

Heartseeker: This item is a tiny bit situational. If you're doing well then get it, if you're getting stomped then go straight to Bloodforge and replace Heartseeker with Jotunn's Wrath after Titan's Bane. Heartseeker is great on Mercury. It gives a bit more movement speed to catch up to enemies that try running and it procs his passive. It's also perfect for jungling due to camp clearing and kills from ganks.

Bloodforge: Oh yes... Oh god yes... I absolutely love this item. 40 physical power, 20% lifesteal, AND it's passive is applied by Made You Look. There is no reason not to get this item on Mercury! When you top this item off camps will be healing you massive amounts, you'll be that annoying guy who is a pain in the *** to 1v1 because he attacks so fast and lifesteals everything back. The killer of Soul Eater is the star of this build.

Rage: Rage, not Fatalis, NOT FATALIS, but Rage. The 15% attack speed is all that you need with Maximum Velocity. The physical power is good, and the crits! Made You Look can crit! You attack fast enough so that topping off this item guarantees crits, so buy it! Also its passive stacks with Made You Look.

Deathbringer: This item is the mate of Rage. A high amount of physical power that anybody would love, and the passive makes the crits that you WILL be getting hurt a lot more.

Titan's Bane: At this point you already deal enough damage and have enough speed to melt people with your fists. This item so just about making sure that the damage gets there. A little more physical power, but it's mainly about the pen. 33% penetration makes sure that squishy carries and mages will have what little natural protections they have cut to almost nothing, bruisers will melt as well, and even tanks will have trouble dealing with you.

Items and Explanation - Part 2 - Solo Lane

Yes, Mercury can solo lane. It's not pretty, but he can. It's about focusing on Made You Look for your clear and a lot of running. Early on you'll hate your life but by the time mid game rolls around you'll be in a good spot.

Warrior Tabi: Mercury's early game in the solo lane makes Heartseeker a non-option. Just take Warrior Tabi for your first item for the speed, power, and pen.

Golden Bow: Rush Golden Bow as soon as you can! It makes Made You Look insanely strong for clearing and even your basic attacks become strong tools for clearing.

Bloodforge: Mmmm... Oh yeah... I'm sorry I'm just so in love with this item. It's amazing in solo lane too, clearing waves puts your health back up high. Not to mention that upon leaving lane you will start to wreak havoc at this point.

Rage: Like Bloodforge there is no reason not to get this item on him. You should already be roaming at this point so this item will just help you melt people.

Deathbringer: This item is just a perfect pair with Rage. With Golden Bow and Rage together you'll be getting lots of crits, and this item will make them especially more deadly.

Jotunn's Wrath: This item is very nice if you get to it. It gives a bit of nice pen, good physical power, and that CDR is very helpful. If the game drags out long enough you'll see this item making a difference.

Items and Explanation - Part 3 - Support

Trickster, what are you smoking? Mercury as a support? Well, yes. He has a disorient, a stun, and a very easy-to-control throw. Throw a Frostbound Hammer into an aoe ability that applies on hit effects, and add a fist of the gods, and you have an effective support character.

Mercury isn't played as a traditional support. He's meant to put people out of position, keep them there, and assist in supplying damage.

Warrior Tabi: Even going support, these are the only boots for Mercury, they are just too good on him.

Frostbound Hammer: You rush this item because it is applied by Made You Look, in addition to the traditional benefits. When you throw people back to your carry/mage, this keeps them there.

Voidblade: Oh yeah, some extra physical power, protections, and flat reduction of defenses, what more could you want? This helps out both you and your lane partner.

Jotunn's Wrath: Use them often, use them well. That CDR will help! The other stats of this item are definitely not too shabby as well.

Bloodforge: Finally we get to this item! This beautiful item that let's me heal so much from punching people.

Rage: Gotta go fast.

How to Use Mercury - Summarized

Like any delicacy, there is a recipe to using this god.

Initiate:

Options
- Special Delivery
- Sonic Boom

After initiating, activate Maximum Velocity and lay into them. If you initiated with Special Delivery (which I recommend doing) be ready to use Sonic Boom at any time for either closing a gap, securing a kill, or dropping a stun. Your team is a big factor here and remember sometimes all you need to do for a successful gank is use Special Delivery and throw them into your team, or a tower, or both. If you feel you need it, use Made You Look for an extra hit, if not, save it for kill secure.

Note: Don't always throw them away from their side of the map with Special Delivery. Throwing them into a wall right next to you instead can be a deadly trick and will result in kills.

Jungling With Mercury

With Death's Toll and stage one Tabi, your clear will be exceptionally fast with even just stage 1 Maximum Velocity. Do this: Mid camps, red, blue, furies, furies, and you should be level three by this point before most people in the game. Make sure to contest mid furies every time they're up! Also, gank a lot. Due to Special Delivery, even if you are underfed and can't do much damage, your ganks can still be deadly if executed properly. However if you are fed, or just not underfed, then go to town. You will be surprised by your damage.

Note: Pick up stage 1 HoG somewhere along the line early on, it will help.

Riding Solo with Mercury

Mercury solo lane is an ugly thing. This is where the difference between viable and usable stands out. Is Mercury usable in the solo lane? Yes. Is he viable in the solo lane? Not so much. Honestly there are many better picks than Mercury for the solo lane. However if you play your cards right then mid game you will be a force to be reckoned with. Stay back and take out minions with Made You Look, and auto attack what minions you can. Just try not to lose your tower, play very defensively. When you start to get built, stomp them.

Note: Again, stage 1 HoG will help. Special Delivery is NOT lane clear.

Supporting with Speed

This is a rather simple play style. Use Special Delivery, throw them to your tower, punch them for slows and damage, drop a stun if necessary. Get Fist of the Gods sooner than later so you have an extra instant stun. Made You Look applies Frostbound Hammer's passive, remember that!

Conclusion

Mercury is an amazing god with a versatile kit and the ability to pump out massive damage. Play him like I just described, and he will hurt like hell. Never, I mean NEVER, build movement speed items like Fatalis, Winged wand, Witch stone, and Boots of Celerity to try to utilize his passive. Doing that will lower your damage by so much. It's a terrible idea and anybody who endorses it doesn't know what they're talking about. In conclusion, Mercury melts.

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