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The Best Guardian Jungle - Masters Cerberus 7.11 Guide

11 3 33,368
8.1
by DiscoFerry updated November 13, 2020

Smite God: Cerberus

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Cerberus Build

Start

Build Item Assassin's Blessing Assassin's Blessing
Build Item Tiny Trinket Tiny Trinket
Build Item Multi Potion Multi Potion
3
Build Item Hand of the Gods Hand of the Gods

Normal Build

Build Item Shoes of the Magi Shoes of the Magi
Build Item Bancroft's Talon Bancroft's Talon
Build Item Spear of Desolation Spear of Desolation
Build Item Spear of the Magus Spear of the Magus
Build Item Typhon's Fang Typhon's Fang
Build Item Rod of Tahuti Rod of Tahuti

Situational Items

Build Item Divine Ruin Divine Ruin
Build Item Magi's Cloak Magi's Cloak
Build Item Soul Reaver Soul Reaver
Build Item Mantle of Discord Mantle of Discord

Selling Boots

Build Item Doom Orb Doom Orb
Build Item Mantle of Discord Mantle of Discord
Build Item Rod of Tahuti Rod of Tahuti

Relics

Build Item Purification Beads Purification Beads
Build Item Blink Rune Blink Rune

Cerberus's Skill Order

Paralyzing Spit

1 X Y
Paralyzing Spit
2 8 10 11 12

Ghastly Breath

2 A B
Ghastly Breath
1 3 6 7 9

Soul Expulsion

3 B A
Soul Expulsion
4 15 16 18 19

Stygian Torment

4 Y X
Stygian Torment
5 13 14 17 20
Paralyzing Spit
2 8 10 11 12

Paralyzing Spit

1 X
Cerberus's snake tail spits venom that passes through and damages Enemies. If Cerberus's dog heads are Alert, they then also spit venom when the ability is fired. Each head is alerted upon hitting an Enemy with a Basic Attack, and all are alerted after Ghastly Breath. Each projectile that hits the same target deals 20% less damage, but hitting an Enemy with all 4 Stuns them.

Ability Type: Area, Stun, Damage
Damage: 50 / 80 / 110 / 140 / 170 (+20 of your Magical Power)
Stun Duration: 1.4 / 1.5 / 1.6 / 1.7 / 1.8s
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Ghastly Breath
1 3 6 7 9

Ghastly Breath

2 A
Each of Cerberus's 3 heads releases a cone of noxious breath in front of them, damaging all enemies in range 7 times over 2.4s and reducing their Magical Protection up to three times. Enemies in the center of his breath are also Slowed up to three times. This attack immediately puts all three of Cerberus's heads on Alert for Paralyzing Spit.

Ability Type: Cone, Debuff, Damage
Damage Per Tick: 20 / 30 / 40 / 50 / 60 (+12.5% of your Magical Power)
Slow Per Tick: 8 / 9 / 10 / 11 / 12%
Protection Reduction: 5 / 8 / 11 / 14 / 17
Slow Duration: 2s
Max Stacks: 3
Range: 35
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Soul Expulsion
4 15 16 18 19

Soul Expulsion

3 B
Cerberus leaps a short distance forward, dealing damage on impact and severing the souls of Enemies. These souls will not block Cerberus's attacks, and killing the souls heals Cerberus. Killing a God’s soul grants 2s reduced Cooldown on Soul Expulsion.

Ability Type: Leap
Damage: 80 / 120 / 160 / 200 / 240 (+60% of your Magical Power)
Soul Health: 50 / 75 / 100 / 125 / 150
Heal Per Minion: 12 / 19 / 26 / 33 / 40
Heal Per God: 20 / 40 / 60 / 80 / 100
Radius: 15
Cost: 55
Cooldown: 14s
Stygian Torment
5 13 14 17 20

Stygian Torment

4 Y
Cerberus's haunting wail summons below him the souls of the damned, which then lift all Enemy Gods into the air while stretching the link between their bodies and souls, Damaging them. This knockup can be cleansed. A short time later, Cerberus uses this link to pull the Enemies to him. This attack immediately puts all three of Cerberus's heads on Alert for Paralyzing Spit.

Ability Type: Circle, Crowd Control, Damage
Damage: 180 / 255 / 330 / 405 / 480 (+55% of your Magical Power)
Radius: 30
Cost: 90 / 95 / 100 / 105 / 110
Cooldown: 90s

Cerberus Threats

Tap each threat level to view Cerberus’s threats

Max
0
Major
3
Even
1
Minor
0
Tiny
0

Introduction

Guide updated for 7.11



" Cerberus Jungle? Really?" - Yes. Try it, it's surprisingly effective. Here are my stats on him:



Give it a try before you bash it, see how you do.

Full Cerberus jungle gameplay in a scrim if you want to see how I play a full game!

I also have a highlight/montage video embedded at the top of the guide that you'll enjoy :)

strengths & weaknesses

I love Cerberus jungle. I really do. But even I will admit the pick has some downsides. Plenty of fun upsides too though!

+ Damage. Do you know how much freaking damage this god does? It's disgusting.
+ Protection reduction. Ghastly Breath reduces enemies protections by FIFTY FOUR. This is even more effective than 55 penetration as reduction also helps your magical teammates do extra damage.
+ CC. Slow on Ghastly Breath, stun on Paralyzing Spit, and a knockup/pull on Stygian Torment. That's a lotta lockdown.
+ Surprisingly good sustain. Soul Expulsion can heal you for a technically infinite, but realistically about 330 + 150% of your power, amount. (thats the value for jumping on a full minion wave.)
+ Did I mention the damage?


- Ghastly Breath is easy to interrupt, as it lacks immunity to, well, any cc.
- Paralyzing Spit is an actual skill shot, which a large part of the smite community aren't great with. Although, even if it doesn't stun, it still does a lot of damage.
- Stygian Torment is easy to beads, and knockup immunities will protect enemies from getting cced by it.

ABILITIES & LEVELING ORDER

I'll quickly go through Cerberus's kit and go over a basic overview of his abilities:


Spirit of Death


Spirit of Death is a passive you don't really play around, but can be silently effective. You benefit from 50% of any enemy healing near you, and also reduce their healing by 20%. This makes Cerberus good into gods that rely on healing like Aphrodite and Ra.

Paralyzing Spit


Spit on the fake queen. Use this one after Ghastly Breath to make it easier to hit, and to do more damage due to the protection reduction. You'll hit for a solid 700+ damage come late game.

Ghastly Breath


Mathematically, this ability is, uh... dumb as ****. 420 base damage, 87.5% scaling (really hirez? round it up), and, as I said before, and I will emphasise it again because it's one of the dumbest things in this game, FIFTY FOUR protections shred. This allows your magical teammates to do far more damage to any enemies hit by this ability. Oh, and it also slows. For thirty-six percent. For FOUR POINT FOUR SECONDS.

Soul Expulsion


Back to reality for this one. Its a jump with decent range, decent damage, and a good heal after you kill the souls that are spawned when you hit a minion or god with the jump. Pretty straight forward ability overall.

Stygian Torment


The ultimate. Normally the strongest or most notable part of a god's kit. In this case? Not so much. Honestly Ghastly Breath kinda steals the show, but that doesn't mean this isn't a good ability too. Stygian Torment is a fairly large aoe that does damage and knocks up any enemies inside it, then funnels them all into one spot after a second or so. It's a good setup, beads burning, and damage tool, but honestly I find myself using it to get the last 500 or so damage off on a kill when I need to.


Leveling Order



Level 1-5:


2

>

1

>

2

>

3

>

4

OR:


2

>

1

>

3

>

2

>

4


Just depends on whether you need the mobility of Soul Expulsion or the damage spike from an extra point in Ghastly Breath at level 3.

Maxing Order:



2

>

1

>

4

>

3


You clear about the same speed with both Ghastly Breath and Paralyzing Spit at level 1, but its easy to miss part of the stun if the camp minion path strangely, so I like to start with my 2. Afterwards, get Paralyzing Spit for your best level 2 kill potential, as even early game the slow, protection shred, and stun is great setup for your mid to kill someone.

Level 3 is the one time you get a choice in the leveling order, you can get Soul Expulsion if you just want mobility to chase, escape, or a heal when clearing camps. Alternatively, another point in Ghastly Breath is better kill potential. At level 4, just get a point in the ability you didn't level at 3. Hit 5, grab your ult (duh.)

starting items

Your starting build will always be the same: Assassin's Blessing, Tiny Trinket, 3x Multi Potion, and Hand of the Gods.

core build

All the items in the normal build above are core items in my opinion. Here's why:

situational items

Quick overview of when you should get each situational item:

  • Divine Ruin

    Pick this up if you need more antiheal than your passive gives. If you need it, buy it before Spear of Desolation.
  • Magi's Cloak

    This is bought if you feel like cc is either stopping you from getting kills, or is getting you killed. A pesky enemy ***bakharna keep cancelling your 2? This is the solution. Grab it before Typhon's Fang.
  • Soul Reaver

    Bit of a weird one, this. If you feel like the enemy team is too tanky and you are struggling to get kills, the extra penetration and percentage health damage on this item will give you an edge against those tanky comps. Pick it up before or after Typhon's Fang.
  • Mantle of Discord

    Dying a lot? Let me introduce you to mantle of ********! Just buy it after Typhon's Fang and now you probably won't!

Selling boots

I'll keep this one short.

relics

This is all copied from my Pele guide as it all applies here too:

Purification Beads. Blink Rune. That's it. Order is up to you.

Please don't build anything else. This is true for almost all junglers.

Some junglers can skip Blink Rune for Aegis Amulet, for example gods like Thor who has his ult and hammer to engage, but Cerberus needs blink to engage lategame so he cant really skip it.

Go Purification Beads first if you think cc will either get you killed or stop you getting kills early game (like a ***bakharna), or rush Blink Rune if you are confident you can get kills with it early.

Playstyle & Tips/tricks

Cerberus's playstyle is pretty simple overall:

Wait for abilities to be up > press 2 on enemy > press 1 > press 4 if needed or press 3 to chase. Repeat. You can also look for blink ults to engage.

Ghastly Breath is also fantastic setup for your magical damage dealers, like your mage, as the protection reduction applies for all damage, not just your own.

All of the cone of Ghastly Breath reduces protections, but only the centre of the cone slows.

Paralyzing Spit projectiles all go through walls.

Soul Expulsion will spawn a soul that you can heal from for every enemy you jump on, whether that be minions, camps, or gods. However, god souls heal you for more than any others. These souls can be killed with your auto attacks, but if you need the heal urgently it can be better to use Ghastly Breath, Paralyzing Spit, or even Stygian Torment to get the heal quickly.

Paralyzing Spit can be hard to hit, but you don't really need to worry about hitting the stun. Getting the damage from up to three of the four projectiles is enough to kill normally.

You can cast Paralyzing Spit or Ghastly Breath while enemies are hanging in the air from Stygian Torment. You can take this time to shred their protections ready for your team's followup when the ult finishes, or walk backwards and cast your 1 as they move for a guaranteed stun when they land once you get the timing right.

Both Ghastly Breath and Stygian Torment activate all parts of Paralyzing Spit, meaning you don't have to auto attack to build it up.

Stygian Torment can be immuned if an enemy is knockup immune as you cast it. Don't ult that Da Ji midway through casting One Thousand Cuts.
Stygian Torment grants you a short cc immunity that you can use to immune ultimate like Ares's No Escape, and then pull him back into your team (if you time it right.)

Stygian Torment can hit enemies through walls, but it won't pull them through walls. Be careful enemies don't hit a wall and bounce in an unexpected direction when you ult.

Conclusion

Hopefully if you've gotten this far you will go and try this out in one of your own games. If not, I hope you at least wont BM anyone in your games that does. As always, if you have any questions, comment, dm me, or find me on twitch/youtube and ask me there and I will do my best to help out with whatever you need. Thanks for reading!

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