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Grandmaster Lancelot Jungle

14 1 29,683
9.4
by AutoSpeed updated March 30, 2024

Smite God: Lancelot

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Lancelot Build

Starting Items

Notes Bumba's Dagger upgrades to Bumba's Spear, which is our best damage option late game.

Notes

Bumba's Dagger upgrades to Bumba's Spear, which is our best damage option late game.

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
3
Build Item Blink Rune Blink Rune
Build Item Horn Shard Horn Shard

Full Build

Notes Deals the highest amount of ability damage. Immunities from his kit and his mobility lets him get away with full damage builds.

Notes

Deals the highest amount of ability damage. Immunities from his kit and his mobility lets him get away with full damage builds.

Build Item Bumba's Spear Bumba's Spear
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Runebreaking Hammer Runebreaking Hammer
Build Item Serrated Edge Serrated Edge
Build Item Heartseeker Heartseeker
Build Item Temporal Beads Temporal Beads
Build Item Scorching Blink Rune Scorching Blink Rune

Situational Items

Notes Mantle of Discord would replace Heartseeker if you want the extra defense for the 1v1 / dive.

Bloodforge would replace Heartseeker if you wanted more sustain / snowball.

Hydra's Lament would replace Runeforged Hammer if you are used to this playstyle. The damage is about the same, except you have to be in melee range.

Notes

Mantle of Discord would replace Heartseeker if you want the extra defense for the 1v1 / dive.

Bloodforge would replace Heartseeker if you wanted more sustain / snowball.

Hydra's Lament would replace Runeforged Hammer if you are used to this playstyle. The damage is about the same, except you have to be in melee range.

Build Item Mantle of Discord Mantle of Discord
Build Item Bloodforge Bloodforge
Build Item Shadowdrinker Shadowdrinker

Lancelot's Skill Order

Piercing Thrust / Shining Gallop

1 X Y
Piercing Thrust / Shining Gallop
1 4 6 7 10

Skilled Strikes / Crashing Dive

2 A B
Skilled Strikes / Crashing Dive
2 8 11 12 14

Mount Up / Quick Turn

3 B A
Mount Up / Quick Turn
3 15 16 18 19

The Grand Joust

4 Y X
The Grand Joust
5 9 13 17 20
Piercing Thrust / Shining Gallop
1 4 6 7 10

Piercing Thrust / Shining Gallop

1 X
Piercing Thrust (Unmounted): Lancelot does a quick dash and thrust forwards with his lance. He deals damage to enemies in his path and those hit by the extending lance. If he hits an enemy he may dash again within 3s.

Ability Type: Dash
Damage: 50 / 90 / 130 / 170 / 210 (+65% of your Physical Power)
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s

Shining Gallop (Mounted): Lancelot sends off his horse to gallop ahead in a line as he dismounts. The horse fades away allowing it to pass through walls, dealing damage and slowing enemies hit along the way.

Ability Type: Line + Dismount
Damage: 80 / 130 / 180 / 230 / 280 (+70% of your Physical Power)
Slow: 30% for 2s
Cost: 60
Cooldown: 0s
Skilled Strikes / Crashing Dive
2 8 11 12 14

Skilled Strikes / Crashing Dive

2 A
Skilled Strikes (Unmounted): Lancelot slams his shield into enemies in a small area in front of him, dealing damage and knocking them back. He follows up this attack with a sweep of his lance dealing damage again and bonus damage to enemies that are further away.

Ability Type: Cone
Shield Damage: 50 / 80 / 110 / 140 / 170 (+45% of your Physical Power)
Lance Damage: 70 / 110 / 150 / 190 / 230 (+45% of your Physical Power)
Bonus Damage: 15%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s

Crashing Dive (Mounted): Lancelot surges upwards off his horse, rooting all enemies nearby, before diving back down to deal damage to enemies in a larger area.

Ability Type: Double Circle + Dismount
Root Duration: 0.5s
Damage: 90 / 145 / 200 / 255 / 310 (+100% of your Physical Power)
Cost: 60
Cooldown: 0s
Mount Up / Quick Turn
3 15 16 18 19

Mount Up / Quick Turn

3 B
Mount Up (Unmounted): Lancelot mounts onto his trusty steed charging forwards with increased movement speed. While on his horse Lancelot gains a Health Shield that builds over time and his abilities change.

Lancelot mounts onto his trusty steed charging forwards with increased movement speed. While on his horse Lancelot gains a Health Shield that builds over time and his abilities change. Lancelot can cancel this ability to dismount normally which will not trigger a Cooldown. If Lancelot's Health Shield is depleted, he is forced off his horse. While Mounted, Lancelot is immune to CC effects except Stuns.

Ability Type: Mount + Stance Change
Movement Speed: 20%
Initial Health Shield: 60 / 80 / 100 / 120 / 140
Max Health Shield: 180 / 320 / 460 / 600 / 740 gained over 3s
Cost: 30 / 35 / 40 / 45 / 50
Cooldown: 14s

Quick Turn (Mounted): Lancelot turns quickly while mounted to face the opposite direction.

Ability Type: Pivot
Cost: 30
Cooldown: 4s
The Grand Joust
5 9 13 17 20

The Grand Joust

4 Y
Lancelot rears up his horse as a large jousting list is created, crippling enemies in the area. Lancelot charges ahead, dealing damage to all enemies hit and refreshing his mounted Health Shield.

Ability Type:
Damage: 230 / 290 / 350 / 410 / 470 (+120% of your Physical Power)
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 90s

Lancelot Threats

Tap each threat level to view Lancelot’s threats

Max
3
Major
3
Even
8
Minor
8
Tiny
1

Lancelot Synergies

Tap each synergy level to view Lancelot’s synergies

Ideal
1
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Lancelot Basics

Lancelot's Abilities


Passive - Camelot's Quest

Lancelot passively gains movement speed while mounted, and basic attack damage reduction while unmounted.

Camelot's Quest gives him a minor edge in the 1v1, and helps him get closer to enemies while mounted.


Ability 1 - Piercing Thrust / Shining Gallop

Lancelot dashes through enemies, dealing damage. If he hits an enemy, he can dash one more time.

If he's mounted, this ability will instead cause him to dismount, causing his horse to dash through enemies, dealing damage and slowing all enemies in-front of him.

Piercing Thrust / Shining Gallop is your main damage ability, used to clear camps and hit enemy gods. The mounted version of the ability is best used to slow the enemies, or stop blinks from afar.


Ability 2 - Skilled Strikes / Crashing Dive

Lancelot slams his shield, knocking enemies up and pushing them away. He then stabs with his lance, dealing bonus damage to enemies within a cone.

If mounted, Skilled Strikes / Crashing Dive will cause Lancelot to jump up, rooting enemies and avoiding attacks. He lands shortly afterwards, dealing damage on impact.

Skilled Strikes / Crashing Dive is used to CC enemies, whether with the knockback while unmounted or to root while mounted. Using it while on the horse lets you avoid many abilities and jump over walls, so it will depend on the situation when you should do this.


Ability 3 - Mount Up / Quick Turn

Lancelot mounts onto his horse, gaining a new set of abilities, movement speed, and a stacking health shield over 3 seconds.

If he is stunned or the shield is broken, he is forcibly dismounted. If used while mounted, Lancelot does a quick 180 degree turn on his horse.

Mount Up / Quick Turn should be used before combat begins, as the shield is too weak to keep you mounted while in combat. It is a very strong initiation ability.


Ultimate - The Grand Joust

Lancelot rears his horse, crippling all enemies within a massive radius in front of him. He then dashes forwards, dealing damage to all enemies hit. When this ability is finished, he will be in a mounted state.

The Grand Joust is used as a gap closer, finisher, or as a way to disengage from combat, as you will have the speed bonus of being mounted at the end of it.


Ability Rotations:

Initiation:

Mount Up > Crashing Dive > Piercing Thrust > Auto Attack > Skilled Strikes > Piercing Thrust > Auto Attack

Crashing Dive does more damage than Skilled Strikes, so only use it if you need the slow or to stop a blink.

Use The Grand Joust when the enemy runs away, if you need to run away, or at the end of the combo.

If Blinked on:

Skilled Strikes > The Grand Joust

If the enemy is CC immune, use The Grand Joust early. Use the combo above for damage if you decide to fight after ulting.

Lancelot Jungle Guide

Early Game:
  • Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.

  • You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.

  • Lancelot has a powerful early fight. Use your abilities to hit anyone within melee range, and remember the rule of thumb: The enemy laner is the easier kill, but the enemy jungler is the one that may kill you or your teamate.

  • Your priorities should be: Buff Camps > Rotations > Harpies.

  • You have strong early ganks, as you move around the map quickly while mounted and have a surprising amount of CC/mobility mid-combat. The duo lane is your easiest gank, but solo may be a good blue buff fight.

  • If enemies are capable of CC'ing you off of the horse, cancel your horse and use Blink Rune. You do this because you can damage with your melee abilities for high burst, and The Grand Joust is perfect for chasing enemies. You can't chase them if you use your ultimate to get close, which is why you Blink Rune first.

Mid Game:
  • Begins around ~14 minutes, or when most people have hit Level 12 and unlocked their Second Relic. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.

  • Group up for team fights, but be careful initiating. Play with your support or solo to look for an early opportunity, The Grand Joust is very powerful at locking down certain opponents with the cripple field.

  • If nothing happens, hang back and get ready to blink on the enemy backliners. The enemy mage is your first target, with the jungler/hunter being secondary.

Late Game:
  • Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.

  • Look to harass the enemy jungler, as you can usually escape with The Grand Joust. You want to be mounted at all times, as enemies will try to blink on you if they see you off of the horse.

  • Wait for the fight to begin, and run at the enemy backline. If the enemy frontline overextends, use The Grand Joust to cut them off and punish them.

  • During a siege fight, you are best suited to help your team in the team fight. The aoe cripple from The Grand Joust is very powerful, but it is also your only escape. Use Blink Rune to get close, do damage briefly, and The Grand Joust out of combat. You have a higher chance of living, the enemies you hit should back off, and your team may secure the phoenix.

Warding


Green = Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards

Blue = Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight

If you find yourself at an enemy buff camp, feel free to drop a ward for the timer if you plan on coming back!

It is very important to recognize which side of the map enemies are on. If you see the enemy jungler on the solo side, recognize they could counter-rotate if you try to play on that side of the map. On the flip side, it means you are free to rotate on the Gold-Fury side of the map!

Final Advice

Lancelot is a highly mobile assassin, and his kit is designed to excel at dodging enemy abilities. When played at his best, he becomes very oppressive to play against. I'd like to use this part of the guide to give a thank you to his horse, truly the MVP at carrying fights. Thank you for making the 1v1 a 2v1 Mr. Horse, and I hope to work well with you in the future ^^

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