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Hey, this is Kyler. I'm a huge fan of unconventional roles. So, of course my jungler is a mage, not an assassin. I use the mage, Diana, to jungle in LoL, so I was hard pressed to find a mage to jungle with in Smite. I was very pleased with Scylla, she is an amazing mage jg, and I'm going to tell you why.
AOE
Root
High Power
Quick Clear
Mobile
Small
Useless when out of mana
More gods with silence than disarm
This is of course the first item bought, so you can help your allies clear the camps for starting buffs while still getting full solo exp. Also provides 10MP5 and 10% both heal and damage when fighting against buff camps. Though will be sold at end of build for Rod of Tahuti.
This item is next for it provides power, mana, and most of all movement speed. The magical protection is simply an added plus.
3rd item built For it adds even more power, 10% More speed, and a lot of sustain with 200 health & increases health regen by 15%.
Definitly bought next for it adds another 100 power and by this point you're going to want mana to be the least of your worries. This item will scale quickly once ganks start being made.
is then purchased for the 25% CDR also the 25MP5 and 75 power aren't bad.
Is bought second to last for the added power, health, and mana. The slow is definitely a bonus to ganking.
Is purchased last for it provides no utility. Though is necessary for late game to make your power unreal.
I use this active to leave a fight or get out of a sticky situation. ALWAYS reserve this item for when you really need it. Very rarely do I need to use it to finish off a champ between all of Scylla's speed and cc.
Obviously, as a jungler, CC is your worst enemy. This item has saved my life or damned my opponents more times than I can count. I never go without it.
Scylla's Passive is one of the major reasons she has the ability to clear and gank so well. For each of her abilities at max rank, she gains 20 power. For a max of 80 alone, bumped up to 100 additional power with the rod of Tahuti. This is also the reason for the strange ability build. And why you want to min max her abilities early game.
This ability is great for making ganks for it allows you to root your enemy and land your 2 better. Though it has no real power on its own and does not add to clearing camps. Which is why this ability leveled second, not first.
Is a very large AOE with a timed and manual detonate. Does a lot of damage and slow enemies that move through it. Just click 2 again to force detonate. This is your main clear power. In late game you will be able to 1 hit most camps with this ability. This is also your major damage to other gods. You tend to have to trick the opponent into the AOE unless you can first root them with Sick 'Em.
This ability is somewhat useful for engaging, disengaging, and jumping around your target. Though does not provide too much to her kit as a jungler, not doing any damage. Though the sentry is nice, just buy wards, they last longer. This is scaled absolutely last(Well 19. I would finish ult first if I could. If you are attached to this ability or feel in need, only place one point into it early, for at rank one it is till pretty useful.
This is a fantastic ability for finishing gods off. I never use this to initiate a fight. I always save this to chase down and finish off a god that I've weakened. Because of this, put a point into this as show above.
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