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Where antiheal is needed, swap Heartseaker with Brawlers and build early.
Envenomed Deathbringer is the better choice if your playstyle is to stand and fight in a 1v1 (Especially Solo's) as it will reduce their damage output aswell as slow them should you need to escape).
Jotunn's Vigor is your go-to if your playstyle is more based on cycling team fights, it'll keep you in the fight with a little lifesteal and the movement speed can help make those rotations.
Brawlers Beat Stick is a must if you face up against lifesteal. Swap out with HeartSeeker. (HeartSeeker is more needed against a beefy team comp that relies on their health and protections, whereas Brawlers will be better against squishy teams that utilize healing).
It's best to keep Jotun's in your core for the cooldown reduction and Serqets 1 benefits so much from Crit that you'll want as much Crit chance as possible from the other 3.
If you feel you have too much mobility from your two abilities, blink, jungle buff AND wing shard. Then use Vision shard instead of wing shard as you can never have enough wards. Wing shard just boosts mobility more and helps with that first camp clear.
Fancy a little lifesteal? Swap boomerang with serrated edge to keep better your boxing.
Is the tank your biggest problem? Qin's is an option to take over boomerang also.
Pretty simple. Your priority should be 1-4-2-3.
Deathbane is your main damaging move and your jungle clear. Also great for evasions so it is your main priority.
From there the order goes to your main ability to maximize damage for single target.
Cobra's kiss deals solid damage and if you can hit two enemies with it then great.
Lastly, Ambush is a good move for her kit. Try not to treat this as a damaging ability. Its main uses are for opening fights for a surprise attack, leaping over walls for evasion (or attack), and chasing stragglers.
Tap each threat level to view Serqet’s threats
Tap each synergy level to view Serqet’s synergies
Serqet is an amazing Jungler who benefits from high mobility and glass cannon damage. She has one of the most synergetic kits for the jungle role as her movement is near unmatched and her damage is great for headhunting.
Serqet has two 'dash' abilities which allows her to focus on her damage without worrying about survivability. Her speed is her escape and her attack.
Her playstyle revolves around clearing camps quickly and rotating constantly with her mobility to pump gank numbers. She's best used to passively seek opportunities rather than setting up ambushes. Keep her moving, don't wait for the moment, let it come to you.
Again, don't find yourself sitting in prolonged lane fights early game, she doesn't have viable ranged attacks as her cobra's kiss ability is designed for other uses.
Serqets first two attacks are single target and third is an AoE. If Serqet pauses for a moment during this sequence, it will reset. (This is important to know when clearing camps, use your basics on the large monster and every third attack will damage the other two for you).
Serqet's 1st, 2nd & 4th abilities apply temporary poisons to the gods they hit. They can be identified as a teardrop above the gods health bar. While the poisons are active, serqet basic attack damage is buffed depending on how many poisons are active on the god.
2 Poisons: (+70% of physical power) + 5% of targets health as physical damage
3 Poisons: (+100% of physical power) + 10% of targets health as physical damage
Ability 1: Deathbane
This is your primary damaging ability, your escape and your camp clear. Serqet will dash three times in a zigzag shape that can be stretched or compressed. Each time Serqet hits a target on a dash she will do damage. For maximum damage, compress the line and use on a target (i.e a camp) to hit the target 3 times. For spread damage (i.e a lane wave) stretch the line out and pass through a larger area but likely hitting targets once. This is great for fast travel and escaping. Deathbane will apply a lingering poison.
IMPORTANT: Please note that Deathbane can crit. Which is why she utilizes her crit items so well.
Ability 2: Cobra's Kiss
This is one of her most versatile abilities. Cobra's Kiss is Serqets only ranged ability but please do not confuse this for damage purposes or dare to use on minions and camps.
Serqet will fire two disc blades a small distance in front of her dealing damage on each hit and applying a lingering poison.
When a god is hit by cobras kiss it will lure them towards you temporarily, negating their ability activation and forcing them to basic attack. This is great for opening and following up with Deathbane for easily landing all three dashes.
If the god is near their ally when hit, they will attack the ally and not Serqet. If Serqet can hit two different enemy god they will attack each other. Again this is great when fighting two enemies as they will be drawn together and set up a good use of deathbane.
Other uses include using it to escape a fight. Hit an enemy that is tailing you so they attack their ally while you make your run. It's also great for pulling gods under tower.
Ability 3: Ambush
Ambush is a solid ability and does exactly what it says on the tin. Upon activation she will lock herself in place and become invisible to the enemy (Unless they see you do it of course or if they come within a small radius of you). While crouching she can jump up to 55 meters and deal AoE damage for enemys within 15 meter radius of her landing.
This ability is a great opener, closer and escape. Its great for jumping walls also.
Use this ability to open a fight, like a camp or your unfortunate enemy god. Its not great in the middle of a fight unless you're escaping. It is also great for securing a kill that nearly gets away, like if a near death god dashes away from you in retreat.
Note: Ambush DOES NOT apply a lingering poison.
Ability 4: Last Breath
Last Breath is Serqets ultimate ability. It is single target but has the potential for multiple.
Serqet will Leap onto an enemy in front of her and apply the last breath poison. While doing so the enemy will be stunned and be thrown in the direction serqet faces immediately after. While carrying out the ability, serqet gains 50% Damage mitigation.
The last breath posion deals true damage over the next 5s and prevent all healing. This is the only poison that doesn't need basic attack to deal damage.
If and enemy dies while the last breath poison is still lingering, they will explode, applying the posions enemies in radius. This is what gives the ultimate the potential to be worth 5.
Last breath is also great for throwing enemies into the heart of your team or even under tower.
Standard open will be to engage with Ambush, follow up with cobras kiss to hit 1-2 enemies depending of whether it is a 1v1 or a 2v1. While the enemy god(s) is(are) drawn to you(or each other) hit all three strikes from Deathbane. You should have at least 2 Lingering poisons on your enemies at this point. Depending on the situation, if they are low on health, follow up with basic attack that will be amplified by the poisons to finish the job. If they are still high on health, carry out last breath to apply the third poison and stun them again and follow up with basic attacks for maximum damage. If the enemy luckily escapes at this point with a dash; your Ambush should be off cooldown by now to chase them and repeat process with cobra's kiss to start over.
Clear camps with Deathbane. Open with Ambush for a faster clear.
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Imo, Jotunns, Crusher, Heartseeker, Deathbringer are core, leaving starter slot and something like a bloodforge or brawlers or hydra's etc...
I do agree that heartseeker belongs in her core. The only exception being if the enemy has a more squishy team that relies more on healing then I would replace heartseeker with Brawlers. But for sure Jotuns, Crusher and Deathbringer are staple pieces.