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Serqet Crits All (Arena Build)

1 1 84,731
by Gruntcooker updated April 30, 2015

Smite God: Serqet

Build Guide Discussion 5 More Guides
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Serqet Build

Items to buy in order

Build Item Winged Blade Winged Blade
Build Item Deathbringer Deathbringer
Build Item Rage Rage
Build Item Asi Asi
Build Item Malice Malice
Build Item Hydra's Lament Hydra's Lament

Actives

Build Item Greater Meditation Greater Meditation
Build Item Combat Blink Combat Blink
Build Item Potion of Power Potion of Power
2

Serqet's Skill Order

Deathbane

1 X Y
Deathbane
1 4 6 7 10

Cobra's Kiss

2 A B
Cobra's Kiss
2 8 11 14 15

Ambush

3 B A
Ambush
3 12 16 18 19

Last Breath

4 Y X
Last Breath
5 9 13 17 20
Deathbane
1 4 6 7 10

Deathbane

1 X
Serqet dashes three times from side to side, dealing damage and applying Deathbane Poison to each enemy hit. Deathbane Poison reduces a target's physical protection for a short time, after which it remains in a lingering dormant state for 20s.

Serqet is immune to knockup while dashing. This ability can critical hit.

Ability Type: Dash Special
Damage per Hit: 50 / 70 / 90 / 110 / 130 (+50% of your Physical Power)
Max Damage: 150 / 210 / 270 / 330 / 390 (+150% of your Physical Power)
Protection Reduction: 5% for 3s
Max Distance: 50
Cost: 60
Cooldown: 13s
Cobra's Kiss
2 8 11 14 15

Cobra's Kiss

2 A
Serqet launches her two blades forward, dealing damage and applying the Cobra's Kiss Poison.

Cobra's Kiss Poision drives gods to madness, forcing them to attack nearby allies, doing the damage again, or walk harmlessly towards Serqet. After the madness, Cobra's Kiss remains in a lingering dormant state for 20s.

Ability Type: Line
Damage: 40 / 55 / 70 / 85 / 100 (+75% of your Physical Power)
Madness Duration: 1.2s
Range: 40
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 12s
Ambush
3 12 16 18 19

Ambush

3 B
Serqet vanishes, rooting herself in place. She may leap once, revealing herself and dealing damage to enemies. She will stay hidden until she leaps or cancels this ability. Enemy gods within range 12.5 will also reveal her.

Ability Type: Leap
Damage: 80 / 125 / 170 / 215 / 260 (+90% of your Physical Power)
Radius: 15
Cost: 70
Cooldown: 16s
Last Breath
5 9 13 17 20

Last Breath

4 Y
Passive: Serqet gains increased Critical Strike Chance.
Active: Serqet leaps to an enemy, Stunning them and gaining 50% damage mitigation. She then applies the Last Breath poison and pushes them 30 units away. The poison deals true damage to the target over the next 5s, and prevents them from healing. If an enemy dies while infected with Last Breath, they will explode, applying the poison to all enemies within 20 units.

Ability Type: Target, Debuff, Damage
Damage: 102 / 150 / 198 / 252 / 300 (+120% of your Physical Power as True Damage)
Stun Duration: 1s
Healing Reduction: All Healing
Critical Strike Chance: 0 / 5 / 10 / 15 / 20%
Radius: 10
Cost: 100
Cooldown: 90s

About the Build

This build is for ARENA! The point of this build is to do a "hit-and-run" tactic. This tactic is all about getting in dealing tons of damage and crits, while also having the option of escaping from enemy heroes. The buff you are going for a the start is the damage buff but attack speed will work to. Once you get rolling with this build it becomes hard for the enemy team to catch you or even connect their shots because you will be bouncing and pouncing on them.

+ Pros +



    High crit damage
    Can be played sneaky
    Easy to get away form enemies
    FUN TO PLAY


- Cons -


    Very squishy
    CC/stuns bock your get away plans
    Requires mid to late game to get rolling



Combos
This section of the build will relay on you knowing what you can and can't do with your squishy self. I normally keep my 3 (Ambush) ONLY for escape/emergency. The normal combo I do on Greater than or full health heroes is 4-2-1 and 3 to kill or escape. The 4 is used to get the hero stun and pushed to my team mates, then kiss them to get them back again and then a close 1 to maximums the full damage. You can switch to doing 4-2-3 and then use 1 to escape, again its knowing your limits.
Some more good combos:
4-2-1-3
2-1-4-3
1-4-2-3


Do with Serqet
Still close to your team
Use 1 to get rid of creeps
Look for weak heroes to rush
ESCAPE if you are catch
Use your 2 if there is 2 or more enemy heroes around each other

DON'T with Serqet
Hug your teammates
Use 3 or even 2 to clear creeps
Go for 3 or more enemy heroes grouped
Waste your 1 and 3

(About me: I have been playing Smite for about 3 weeks and came up with a build I have a blast playing in arena. If there is any improvements PLEASE let me know, I am all ears ready to learn about Serqet and be a better Smite player. Thanks for using the build and any help given to me.)

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1
Gruntcooker | May 2, 2015 10:13am
Okay that makes sense about the Rage now, thanks for explain that! I guess I never really understood the potential the Jotunn's Wrath but now that you mention it seems way better. I 100% try this change out the next time I get to play.
Also would it be correct to buy in the order listed above just replacing the Rage with Jotunn's Wrath and Titan's Bane with Deathbringer? Or should I be looking at buying items in a totally different way?
I also have to ask, how do you get the icon of the item and name to stand out from everything?
1
Zilby (132) | May 2, 2015 8:23am
The thing about the branches of Boots is that they're really cost efficient. They only ever let you get one of them and for good reason, the stats they provide are a lot for the price they cost. So regardless of Serqet having a lot of escapes they're still a really efficient item to build (perhaps not quite as required in Arena compared to other gametypes, but I digress).

As for Rage, while basic attacking minions would give you the higher crit chance, that's not really using Rage to its full ability. This would only affect your first crit, resetting immediately afterwards. Rage is an expensive item, unless you can really utilize its passive to its full potential, it's better to pick an item of which you can. In reality, what it comes down to is this. Rage is more expensive and would probably allow you to do more damage in a single burst than an item like Jotunn's Wrath. However, Jotunn's Wrath is cheaper, would allow you to burst more often, not require a setup by basic attacking minions prior to bursting, give you mana to help overcome your mana conservation issues you're running into forcing you to buy meditation, and not impact your damage output by that much.

And one last note, I'm not sure I made myself totally clear on this, you NEED penetration. Without any penetration items, Titan's Bane will give you a better power spike than Deathbringer, penetration is just that important.

Best of luck!
1
Gruntcooker | May 2, 2015 6:00am
Thanks for your help!!

In the couple days I have played with the build I felt the Warrior Tabi was not a noticeable upgrade from the build. With Serqet having 2 catch abilities or 1 catch, 1 escape ability movement speed was not a problem.

The reason I use Rage in this build was to get an extra crit chance. I would use my basic attacks on creeps getting the extra chance them headed over to an enemy hero. As for the Jotunn's Wrath I agreed that this build could use faster abilities and pen, but where would I put it?

The actives used in this build (Greater Mediation and Combat Blink) are not that great, but have been very effective if down right. The Combat Blink I have been slowly switching to the Greater Purification for the CC block. As for the Greater Mediation I feel that it helps Serqet stay in the fight with the extra health and not having to worry about your mana in the middle of a fight.

If you every did make a video guide on Serqet PLEASE let me know! Thanks again for the help!
1
Zilby (132) | May 1, 2015 9:24am
Mmmm number of things in this build that could be improved. While Winged Blade does provide movement speed, you'll have a hard time chasing people and running away without Warrior Tabi (since Serqet is an ability based, not an AA god Ninja Tabi isn't as desirable). However, the main problem with this build is what you stated in your guide itself: "Requires mid to late game to get rolling". Serqet isn't a mid-late game god, if anything she's best early-mid game.

The main problem is this, just from what I can see you're playing Serqet by mainly using her ability combo, which is great because that's how she's really meant to be played. So then why are you building 40% attack speed and Rage which only procs after several basic attack hits? My main advice would be this: Deathbringer, Malice and Hydra's Lament are all fine items on Serqet. You still want movement speed since it's essential on any god, so I'd recommend Warrior Tabi. To use your abilities as often as possible I'd recommend Jotunn's Wrath since it provides 25% CDR as well as power and some pen to make your abilities more powerful. Finally, you need penetration since all gods have built in protections and most teams will have someone with Heartward Amulet giving them even more protections. Just one penetration item drastically increases your damage output, for Serqet I'd recommend Titan's Bane since you're not basic attacking enough to build up The Executioner. At last, your build order should not prioritize Deathbringer this early. Dealing 250% more damage on a crit only matters once you have enough damage items to make it worth while. Try to save building Deathbringer or Malice until your 4th and 5th items (3rd if you're rich). Building cheap->expensive generally works best (although you can usually wait to buy Titan's Bane until later in the game).

Finally, your actives are not the best.. Serqet has two escapes, Deathbane and Ambush, so you should not have a problem running away and needing Combat Blink (especially because this item's cooldown is massive). What you do need is CC immunity (either build in Magi's blessing rather than Hydra's Lament or buy Greater Purification), as well as a situational active, be it Aegis Pendant, Greater Sprint, Shield of the Underworld, whatever works for you.

I hope this helps, I would offer gameplay advice but it seems you're using Serqet more or less correctly (although you can use Ambush offensively, just make sure you're singling out somebody). And please for the sake of the almighty, they're called 'gods' in smite not 'heroes'.
1
theLONEWOLFera (2) | May 1, 2015 8:41am
I see that you've been playing for three weeks and I just wanted to let you meditation is not needed in arena because the base is so close and you should not be in prolonged engagements.
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League of Legends Build Guide Author Gruntcooker
Serqet Crits All (Arena Build)
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