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Scylla, Monster of Mid Lane (S4)

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Rating Pending

Smite God: Scylla

Build Guide Discussion (5) More Guides
Supercharged Glass Cannon
Supercharged Glass Cannon Bad Early Game Mid Build Semi-Tank Solo Build

Purchase Order

Starting Items (Jungler went Bumba's)

Build Item Soul Stone Soul Stone
Build Item Shoes Shoes
Build Item Chalice of Healing Chalice of Healing
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion
Build Item Purification Beads Purification Beads

Starting Items (Jungler didn't go Bumba's)

Build Item Soul Stone Soul Stone
Build Item Bumba's Mask Bumba's Mask
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion
Build Item Purification Beads Purification Beads

Build Order

Build Item Shoes of the Magi Shoes of the Magi
Build Item Book of Thoth Book of Thoth
Build Item Polynomicon Polynomicon
Build Item Spear of Desolation Spear of Desolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Chronos' Pendant Chronos' Pendant

Situational/Alternative Items

Build Item Obsidian Shard Obsidian Shard
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Bancroft's Talon Bancroft's Talon
Build Item Divine Ruin Divine Ruin
Build Item Doom Orb Doom Orb

Scylla's Skill Order

Sic 'Em

Sic 'Em

1 X
4 10 11 12 13


2 A
1 3 6 7 8


3 B
2 15 16 18 19
I'm a Monster

I'm a Monster

4 Y
5 9 14 17 20


Scylla is probably the most extreme glass cannon in the game as of now, making her a great choice for anyone who likes to kill entire enemy teams while they still had 75% hp remaining. By that, I mean everyone.

Best(?) Glass Cannon
Can get many kills in quick succession
Relatively long range & ability aoe
High mobility
Moderate utility
Lots of power spikes
No part of the game is especially weak

Now, the biggest pro & con is: Scylla is a snowball god. If you get 1-2 kills mid by min 5 without dying, it's gonna be a great game for you. If you die 1-2 times mid without getting kills by min 5, it's gonna be a very rough game. You don't need to snowball that much, but it is important that you get the ball rolling early.

Very squishy
Abilities are slow and telegraphed, making them easy to dodge
Countered by high mobility and burst enemy gods & items
NEEDS to stay in back of fights at all times, no matter how high your health is, if you try and tank for even a second as Scylla you're gonna die

Note that the Glass Cannon Mid build is the one I use, and the one this guide will be focusing on. I may eventually add sections referring to the other ones.


Passive: fairly straightforward, but take note every time you max an ability as you have just hit a power spike, and it will wear off in 1-2 minutes

Sic' Em: I recommend using this further into fights as opposed to setting up with this. It's much better to use this to chase than Sentinel (3), but alternatively you can use it in 1v1 situations to proc Polynomicon.

Crush: EXPLOSIONS! SUPER high damage nuke with long range and large aoe. This is your bread and butter for any occasion - clear, damage, teamfights... make sure your soul stone has 5 charges before you use this, if possible. The magic protection debuff isn't so useful in 1v1 situations as the enemy will know and it's coming and will just sidestep out, but in teamfights when the enemy is distracted the amp can be super useful for not only yourself, but other mages / guardians on your team - especially if you have a big teamfight pull / cc god such as Ares or Hades. If you find much of the enemy team stunned are especially distracted and all clumped up, I recommend using Crush and then following up with your ultimate. You may just get a penta.

Sentinel: this is your mobility skill, using this to engage is risky as you're extremely fragile, and your mobility is your only saving grace. I recommend using this to escape or reposition during fights, but it can be useful in 1v1 situations to chase if the enemy also has an escape. In addition, at max rank this skill gives a huge amount of vision, and could be nice if you're protected by tower or lots of teammates and are worried about the enemy engaging from the side.

Now, for your coup de grace - I'm A Monster

Your ultimate is by far your most complex ability, but studying it carefully can make it the best ultimate in the game. This should be the finishing move of your combo, try not to use this before your other abilities and poly procs (except Sentinel). Also useful for sniping / getting enemies separated by a wall.

In 1v1 situations: aim for the center of your enemies, moving *slightly* toward the direction they're moving in. If they're good they're going to try to dodge with pretty good reaction time, so don't overdo this. If the enemy is particularly fast you can aim a bit further towards their destination, but don't overdo. I account for about .25 seconds reaction time. Striking as quickly as possible after changing into your final form can make it harder to predict and therefore harder to dodge, but a good enemy may be able to evade you no matter what you do (unless they're distracted).

In teamfights: this is where this ability really shines. Enemies are distracted, so you should be able to take as much time as you need to aim and hit as many of them as possible. Provided you hit at least 2 enemies and killed 1 of them, you're on your way to a penta with each follow up. Assuming you're fully built, few gods can withstand more than one of these at a time.

Here are rough health thresholds for a OHK by your ult:

Early Game (Pre 10 Min):
Hunters/Mages/Assassins: 1/3 hp, 33% hp
Warriors/Guardians: 1/4 hp, 25% hp

Mid Game (Pre 20 Min):
Hunters/Mages/Assassins: 1/2 hp, 50% hp
Warriors: 1/3 hp, 33% hp
Guardians: 1/4 hp, 25% hp

Late Game (Post 20 Min):
Mages: 2/3 hp, 67% hp
Hunters/Assassins: 1/2 hp, 50% hp
Warriors: 1/3 hp, 33% hp
Guardians: 1/4 hp, 25% hp

Again, these estimates are rough, and I have no way of possibly knowing all the variables in every game. I'm assuming Mages & Hunters are building no magical defense items, Assassins are building hybrid with focus on offense, Warriors are building hybrid with focus on defense, and Guardians are building full defense. In addition, I have assumed that Mages will not have any hp items until late game, in which they may have 1, Hunters will have 1-2 hp items by late game, Assassins will have 1-2 hp items by late game, Warriors will have 2-3 hp items by late game, and Guardians will have 3-4 hp items by late game. If this approximate magical protection to hp ratio isn't the case then you can assume they will be slightly worse off, and therefore you'll be able to OHK them with higher % hp.

These values were determined off a Scylla that's ~2-0-0, with fairly decent farm. If you're snowballing well then you can add about 2% hp to the threshold for every kill you have (i.e. if you're 5-0 then you could kill a mid game hunter with ~60% hp). If you're behind then I can't really calculate how far behind exactly you are, but just subtract 5-10% hp from every enemy you hit - better safe than sorry when every kill counts.


Starting Items:
Simple and effective mid starting gear, make sure your soul stone is at 5 before Crushing. Chalice of Healing is good sustain until you have your Polynomicon, but isn't needed if you're up against a super passive mid or jungle.

Shoes of the Magi:
While Shoes of Focus may seem good (especially since we're going Book of Thoth), your goal is to do as much damage as possible, and cdr boots are simply outclassed by pen boots. I did the math and you'll be losing ~50 damage per ability early game, ~75 damage per ability mid game, and ~100 damage per ability late game. Consider your two most frequently used abilities - Sic' Em and Crush. They both have 10 second cooldowns,so would you rather have -1 second cooldown, or +100 damage?

Book of Thoth:
Great for raw damage, not too much to be said here. Only 3% of your mana will be converted to power, and while that will help a ton when you have 1000 mana by min 15 (30 extra power), you don't need to sacrifice build efficiency just to buy all the mana items you can. Soul Reaver gives a ton of manaa, but there are simply better items since you do a ton of damage without a long cd non-scaling damage source.

This is really a playstyle item. I love it, as Scylla's power is so ridiculously high that you're basically getting another ability's worth of damage, and your cooldowns complement poly's proc timer, but if you'd rather keep your distance and use your fairly long range abilities then that's fine too. Go for Bancroft's Talon instead, it's super strong on Scylla as you're likely to lose some hp if you're within a mile of the nearest fight.

Spear of Desolation:
Great pen item with nice power and cdr, I did the math and this outclasses Obsidian Shard by ~80 damage on non-tanks by the time you're getting it. Obsidian Shard is cheaper and melts tanks faster, but you shouldn't be focusing tanks anyway, and I'd much rather have the bonus effects of Spear for the extra 450 gold.

Chronos' Pendant:
By this phase in the game you need more cdr in order to stay relevant in fights, and Chronos' Pendant is the best item in the game for just that. An alternative for more damage is Shaman's Ring (your Crush magic protection debuff will proc the 10% damage bonsu), but I feel the effective 30% cdr is more needed by this stage. Fights will start getting longer, and if you can get out two Crushes in one fight you're going to be doing a lot more damage.

Rod of Tahuti:
Super strong mage item, once you've completed this item you get REALLY powerful again. You can probably add about 15% to your OHK thresholds for a bit - it's that good.

Items to Look Out For

Heartward Amulet: this one is actually only here to let you know I already factored it in for the OHK thresholds. Don't worry if you see a Heartward, it's bound to happen almost every game... but if the enemy doesn't think you're a threat, you can definitely use it to your advantage.

Anti-Heal Items (Pestilence, Brawler's, etc.): not a big deal, you shouldn't be taking much damage anyway, the only situation you need to watch out for this in is 1v1s. You can afford to lengthen the time of your combo with poly procs since you're getting all that lifesteal, but if the enemy has strong anti-heal you may just want to kill the enemy as quickly as possible (using all your abilities at once), as you can die in less than 5 seconds in a 1v1 without that lifesteal.

Stone of Fal: this is the big one, this REALLY messes up your ult. Anyone with this item automatically lowers their OHK threshold to 1/3 hp, or 33% hp, and there's nothing you can do about it. Sorry mate.

Ancile: this one hurts a lot, but admittedly not as much as Stone of Fal. Your ult won't take a hit, as you're cc immune during it, but be ready to compensate for that silence by running or using beads before it's too late.

Runic Shield: your magical power is above 700 by late game, that 50 power reduction is gonna hurt but it won't be devastating. Just decrease the OHK thresholds by ~10%.

Magi's Blessing: not too complex, just make sure you aren't banking on your root in 1v1's if the enemy has this.

Crit items in general: do NOT try to 1v1 people with these. You will instantly melt.

Starts & Levels

Since Scylla is very xp dependent and has good clear, I recommend this start - clear first wave, do mid xp camp, clear second wave, do other mid xp camp if it's still up OR go to next inter-wave activity, clear third wave, take speed and fire camp then separate with your jungle since you can clear, escape, and need dat xp

Level 2 - get Sic' Em if you're expecting to get a kill with your jungler soon, otherwise take Sentinel as it will be useful in more scenarios and provides some nice MP5.

Level 4 - if you went Sentinel level 2 and aren't expecting kills any time soon, you can opt to skip a level to get both level 3 Crush and a level in your ultimate once you hit 5. You'll have stronger clear, and your ult is way better for securing kills than Sic' Em.

Level 8 - skip this level to max Crush and get another point in your ult at 9, unless you very recently used your ult and think you can get to level 10 by the time your ult is off cd

Level 13 - it's practically always a better idea to forgo leveling your ult in favor of maxing Sic' Em, unless there's going to be a major fight very soon and you already know about it. In that case, your ult will gain 76 more damage per hit than if you were to level Sic' Em.

Conclusion / Personal Notes

I'm currently a Mastery V Scylla, hoping to get to Mastery X within the month. At the time of writing this I have 2400 hours in Dota 2, 300 hours in Smite, and I'm not new at all to theorycrafting. Whenever I have free time and I'm not at home I like to think about the best ways to min-max the gods / heroes I play. It makes the game way more interesting in my opinion, if you haven't already you should try it.

This isn't my first build / guide by a longshot, but it is my first SmiteFire guide, and I'm always open to criticism if you can prove your point. Leave me as much feedback as you like. Also, I see a lot of fancy formatting on other guides, I may implement some of that later, but it really isn't necessary and I don't know how. Fairly sure I can get the same point across without the effort.

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Branmuffin17 (311) | September 14, 2017 10:22am
Hi Pan,

Welcome to SF, and thanks for taking the time to write up a guide. Thought I'd provide some comments.

Before I get into the build, I'll just mention something about coding.

You absolutely don't need fancy formatting. Content is by far the more important thing. That said, although as you state, you can get the same point across without the effort, the effort is what draws people in to stay and read the whole thing. Presentation and aesthetics are ALWAYS a thing (whether we like it or not), and reading blocks of grey text are almost painful for some people. So...I read it, and I appreciate the content, but others? They might just take a look at the build. Now I'm not saying to spend the time to make this FANCY, but using double brackets around items, gods, and ability names are nice and easy, and you can make headers or color the text easily with the handy toolbar at the top of each text box. Some easy emphasis on titles, or on specific phrases you feel are extremely important, can make things pop and stand out in the reader's mind.

If/when you want to look more deeply into BBcoding on this site, check out some of these guides.

Anyway, some quick words about the builds:
  • One other option you might consider at the start would be to skip the Shoes and Chalice of Healing, and get Bumba's Mask. It'll speed your jungle clear (if you do this enough) and give you some sustain as well.

  • I read your writeup on Spear of Desolation, and can agree, at least situationally and with regard to specific priorities. The 20 flat pen (+10 from Shoes of the Magi) is good against squishy gods, who, if they don't build any protections, will allow you to deal true or close to true damage...inherent magical protection generally ranges between 30 and 50 at level 20. I also get that you just generally like the spread of stats, which are nice. However, I don't think that means you should dismiss Obsidian Shard out of hand (meaning, that you don't mention it as at least some kind of option). You mention that it's cheaper...(significantly cheaper now). And you might encounter different situations here and there...some hunters might get Shifter's Shield. Some mages might get Spirit Robe or Stone of Fal. And just because your main targets are other squishy gods, doesn't mean that you shouldn't consider maximizing your damage across the board.

    Now, you say that Deso outclasses Shard by ~80 damage, and this is true specifically against gods that start and end with 30-50 magical protection (and don't buy any items with protection). But just 1 protection item is going to do a switcheroo, and Shard will immediately start outclassing Deso.

    So, yes, you can do more damage against some gods, but my proposal here would be to allow you to consider an earlier Rod of Tahuti...if you get Shard, it'll cover you against ALL enemies on a broad spectrum with regard to penetration effect, AND at a cheaper price, it can help you complete Tahuti. Because honestly, your final 3 items are all pretty expensive...helping yourself out with this isn't a bad tradeoff.

  • Then, of course, my proposal would be for you to consider switching Chronos' Pendant and Rod of Tahuti. This is preference, of course, so if you want the earlier CDR, that's fine, but I think a lot of people get by with very little CDR until end-game. So you trade spamming abilities for a larger burst. I think this is also a decent order if you do in fact get Desolation, since it carries at least some CDR.

  • And finally, when often happens late game is that people trade Shoes of the Magi for Shoes of Focus. And this is perhaps more important if you go with my alternate build route...since your only CDR to that point is the 20% from Chronos', 10% more would be nice (but not necessary).
So, these are possible alternatives, but not pointing out specific faults with your current glass cannon build. Curious about your thoughts.

As for the other 2 builds, I'd say that Book of the Dead is unnecessary if you're getting Warlock's Sash, since Sash will eventually provide 600 health. You can stick with your Polynomicon lifesteal option, or also consider Bancroft's Talon instead. Also, Gem of Isolation (like in my other comment here) doesn't feel like the best fit for her, due to the way the slow is applied (except if you throw a quick Crush, apply the slow, then use that to more easily confirm Sic 'Em and lead into your ult, for example). You'd probably be better served with some more CDR.

And finally, the semi-tank Solo is interesting. Again, I'd probably advise against Gem, and I think in most cases you're probably safe delaying Stone of Fal until late-game. With those protection, I think you probably don't need Ethereal Staff and might do better just going standard pen + Tahuti (of which, Pen is very lacking in this build). Even if you're playing her off-meta in Solo, she still is best served with a focus on damage, at least in my opinion...not that I'd ever play her there, so more power to you.
PanSpaz | September 14, 2017 7:20pm
Wow, that was a lot of really good information, thanks for taking the time to read all that and respond.

I get what you mean about formatting and aesthetics being important, your example with specific phrases demonstrated this pretty well. I'll be sure to make it look nicer when I have the time.

Now, onto the build...
  • Hadn't considered Bumba's Mask, will be sure to do so in my next game. I could see it being good, but being slow is a hazard against more aggressive mids. Also, if your jungler went Bumba's (a pretty common pickup), you won't get the bonus. Maybe I'll make two different starting item sets, with that one being the one you pick up when jungler skips Bumba's.

  • As for Spear of Desolation, it works really well with my playstyle (which I forgot to mention, need to add that) - I take priority in taking out the damage dealers in teamfights first (mage and hunter late game, mage assassin and maybe warrior mid game). Admittedly my ult's damage vs guardians is pretty underwhelming, but I'm willing to make that sacrifice in order to help my team win the fight as much as I possibly can. It's been a while since I've went Obsidian Shard, maybe if I do really well some game then I'll go for it in order to take all the kills and finally get that penta (I've got many quadras, but never the 5th).

    If I can add a situational items section without making the build look bloated, I'll make sure to add Obsidian Shard and mention it's good if the damage dealers are building protection.

  • To be honest, I never gave much thought to swapping Chronos' Pendant and Rod of Tahuti - building the last few items in ascending order of cost just seemed most logical, but Tahuti is such a massive boon to Scylla by this point in the game that building the more expensive item first seems better. Thanks, I'll test this out and will probably make the change soon if I like it.

  • Regardless of my delay on Chronos' Pendant, I don't think I can bring myself to get Shoes of Focus. *Maybe* I'll try it, but when my prime targets have protections in the 40-50 range, every point of flat pen goes a long way.

I intentionally put Warlock's Sash & Book of the Dead together, since the shield from Book of the Dead is based off how much hp you have. The point of this build is to be able to tank some hits while doing about average mage damage - I go for this build if I'm not doing great mid, but someone else on my team is snowballing. As for Gem of Isolation, I saw it as a perfect opportunity to continue the theme of the build (not being the super damage dealer, but still bringing a lot to the table - in this case, utility via slow), while adding some more hp to get even more out of Book of the Dead. I want to switch out Spear of Desolation in this build, but I can't find anything with the same effectiveness as that flat pen with its cdr. I came to the conclusion I'm better off leaving it in, unless I find something justifiably stronger.

The semi-tank build is an experiment, and one I'm having some trouble with. Early game I'd much rather have an hp item than all that protection, but I can't find anything that will contribute to the build long-term, while not being super expensive. I briefly considered going Reinforced Shoes, then decided against it (as you said we're already pretty low on pen). Anyway, the point of this build was basically to imitate other solo lane mages like Chang'e and Hel. I really like that playstyle in solo, so I'm trying my best to emulate it with my favorite god (monster, but listed as a god, so). Gem of Isolation and Ethereal Staff both provide some much needed hp to complement those protections we built, and while I wouldn't mind switching out Gem if I found something with a better passive while still providing hp and power (or pen), I like Ethereal Staff in there since we haven't been building much power. I see the two true damage items as ways to deal more damage on gods with low scaling, or in our case on a god that just didn't build much power to scale with. I haven't done the math on Tahuti vs Ethereal in this build (I'll get around to it eventually), but I like Ethereal for both this purpose and the hp it provides.

Anyway, thanks so much again for reading and replying, I'll add a credits section eventually and I'll make sure to include you for helping me improve the build so much.
Wetheliwars | September 14, 2017 8:13am
yo, i'm a tier 2 scylla rn. you should replace the lifesteal item with the slowing item. just a suggestion
PanSpaz | September 14, 2017 7:41pm
Why? At the time of getting it, each Polynomicon proc adds about 200 damage to your combo, and you can easily proc it 2-3 times per engagement. Later in the game this damage gets even more crazy, going as high as 600 additional damage on a fully built Scylla (not to mention her attacks already do ~250, making that one basic attack do nearly 900 damage to an unprotected foe.)

I put Gem of Isolation in the two tankier builds in order to do just that - help with sustaining more hits, while providing some power and some utility for your other full damage teammates.
Branmuffin17 (311) | September 14, 2017 9:21am
What's tier 2?

"The slowing item" is, I'm guessing, Gem of Isolation, which OP has in 2 of his 3 builds.

Also, I'd say Gem of Isolation isn't necessarily the best item for her. The slow only procs on damage, and outside of her ult, 1 ability doesn't do damage ( Sentinel), another already slows BEFORE it deals damage ( Crush), and the final provides a root ( Sic 'Em), which means part of the duration is going to be wasted because they're rooted.

It just doesn't fit her kit that well...not like other gods like Isis, or Anubis, etc.
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League of Legends Build Guide Author PanSpaz
Scylla, Monster of Mid Lane (S4)
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