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Grandmaster Mercury Jungle

9 4 35,934
7.4
by AutoSpeed updated November 26, 2024

Smite God: Mercury

Build Guide Discussion 0 More Guides
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Mercury Build

Starting Items

Notes Seer Of The Jungle (built from Eye Of The Jungle) gives us a large stat bonus, and absurdly high objective damage. You mathematically will deal the highest objective dps of any character in the game

Notes

Seer Of The Jungle (built from Eye Of The Jungle) gives us a large stat bonus, and absurdly high objective damage. You mathematically will deal the highest objective dps of any character in the game

Build Item Seer Of The Jungle Seer Of The Jungle
Build Item Hidden Dagger Hidden Dagger
Build Item Healing Potion Healing Potion
3
Build Item Purification Beads Purification Beads
Build Item Golden Shard Golden Shard

Full Build

Notes Rushing crit right away is very strong on mercury, as he has one of the highest attack speed stims in the game. By building crit early, we are capable of incredibly high dps at an early point in the game, which makes our fight much stronger.

This build is for solid late game damage, but you get your damage as early as possible.

Notes

Rushing crit right away is very strong on mercury, as he has one of the highest attack speed stims in the game. By building crit early, we are capable of incredibly high dps at an early point in the game, which makes our fight much stronger.

This build is for solid late game damage, but you get your damage as early as possible.

Build Item Seer Of The Jungle Seer Of The Jungle
Build Item Rage Rage
Build Item Fail-Not Fail-Not
Build Item Serrated Edge Serrated Edge
Build Item Devoted Deathbringer Devoted Deathbringer
Build Item Bloodforge Bloodforge
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Situational Items

Notes These items would replace Demon Blade.

Mantle of Discord would be built if you want a stronger 1v1 against the enemy jungler, or you want to be harder to kill while you ult in on the enemy backline.

Magi's Revenge is good into junglers that force beads, or if you find yourself having to relic before you can deal damage.

Notes

These items would replace Demon Blade.

Mantle of Discord would be built if you want a stronger 1v1 against the enemy jungler, or you want to be harder to kill while you ult in on the enemy backline.

Magi's Revenge is good into junglers that force beads, or if you find yourself having to relic before you can deal damage.

Build Item Mantle of Discord Mantle of Discord
Build Item Magi's Revenge Magi's Revenge
Build Item Equinox Equinox

Mercury's Skill Order

Made You Look

1 X Y
Made You Look
1 4 6 7 9

Maximum Velocity

2 A B
Maximum Velocity
3 8 11 12 14

Special Delivery

3 B A
Special Delivery
2 15 16 18 19

Sonic Boom

4 Y X
Sonic Boom
5 10 13 17 20
Made You Look
1 4 6 7 9

Made You Look

1 X
Mercury moves in the blink of an eye, dealing one melee attack to every enemy within the target area. This ability can Critically Hit, and triggers Ability related Item effects, not Basic Attack related Item effects.

Ability Type: Ground Target
Damage: 80 / 115 / 150 / 185 / 220 (+70% of your Basic Attack Power)
Radius: 7.5 / 9 / 10.5 / 12 / 13.5
Cost: 50
Cooldown: 9s
Maximum Velocity
3 8 11 12 14

Maximum Velocity

2 A
Mercury passively gains movement speed. When this ability is activated, Mercury increases his attack speed and is immune to slows for the duration.

Ability Type: Buff
Movement Speed: 2 / 4 / 6 / 8 / 10%
Attack Speed: 30 / 40 / 50 / 60 / 70%
Duration: 5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Special Delivery
2 15 16 18 19

Special Delivery

3 B
Mercury dashes forward, knocking aside minions, grabbing the first enemy god he encounters and spinning them. The enemy god takes damage until the effect ends, and Mercury throws the god in the direction of his choice.

Ability Type: Dash
Minion Damage: 70 / 115 / 160 / 205 / 250 (+80% of your Physical Power)
Damage per Tick: 15 / 20 / 25 / 30 / 35 (+20% of your Physical Power) every 0.25s
Damage (Total): 40 / 60 / 80 / 100 / 120 (+64% of your Physical Power)
Duration: 1s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Sonic Boom
5 10 13 17 20

Sonic Boom

4 Y
Mercury gathers energy for a powerful dash, with the range extending as he does so. He travels the distance faster than the speed of sound, dealing damage to all enemies, stunning them and spinning them around in a random direction.

Ability Type: Dash
Damage: 200 / 275 / 350 / 425 / 500 (100% of your Physical Power)
Disorient Duration: 1.5s
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 90 / 85 / 80 / 75 / 70s

Mercury Threats

Tap each threat level to view Mercury’s threats

Max
1
Major
7
Even
10
Minor
4
Tiny
1

Mercury Synergies

Tap each synergy level to view Mercury’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:

Mercury Basics

Mercury's Abilities


Passive - Fastest God Alive

Mercury gains increased auto attack damage for his next auto attack, scaling by distance traveled. Additionally, he gains bonus physical power from his movement speed.

Fastest God Alive gives you additional damage on your first hit, and the bonus power from movement speed items is why you want to pick up speed buff/buy movement speed items.


Ability 1 - Made You Look

Mercury punches, dealing aoe damage to anyone in a location of his choosing. This ability can crit.

Made You Look is your main damaging ability, and used on cooldown to clear camps/hit enemy gods.

The ability being able to critical hit is one of the reasons why Mercury scales hard with critical strike.


Ability 2 - Maximum Velocity

Mercury gains movement speed passively, and when this ability is activated he gains a massive amount of attack speed and immunity to slows.

Maximum Velocity is the second reason Mercury scales so well with crit, as it supports the built-in attack speed from this ability.


Ability 3 - Special Delivery

Mercury dashes forward, grabbing the first enemy god hit and throwing them towards a direction of his choosing.

Special Delivery is your escape ability, but can also be used aggressively to disorient the enemy.

It is very powerful if the enemies do not have beads, and throwing them against a wall will keep them closer to you, allowing more auto attacks to land.


Ultimate - Sonic Boom

Mercury charges up a long dash, increasing in range the longer he charges. He can choose to cancel, or to dash forwards a very long distance, damaging and stunning enemies hit.

Sonic Boom is his gap closer and initiation, used almost every time you dive. It is one of the reasons why Blink Rune is not necessary on Mercury, as this ability has more than enough range to hit an enemy.


Ability Rotations:

Simple Poke:

Made You Look

Boxing:

Special Delivery > Auto Attack > Maximum Velocity > Auto Attacks

If it is not a 1v1 or you may need to run away, replace Special Delivery with Made You Look as you run towards the enemy.

Ultimate:

Sonic Boom > Maximum Velocity > Auto Attacks > Special Delivery

Use Special Delivery once they recover from the stun, which will CC chain any enemies without relics.

Mercury 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.

  • Mercury has a weaker early game in comparison to the other junglers, but his dash Special Delivery is very powerful at CC'ing the enemies. Don't initiate any fights, but if the enemies dive, don't be afraid to Special Delivery aggressively.

  • Your priorities are: Buff Camps > Rotations > Harpies.

  • While Mercury has gank pressure with Special Delivery, his early game is weaker compared to most junglers. It's best you farm up for your ultimate Sonic Boom, as the rotational pressure it gives you is very strong. Use it to ult down minion waves, beating the enemy jungler to the fights.

  • Your fights are much stronger once you gain some crit, so use your speed to farm efficiently.

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.

  • If you see an enemy laner pushed up in their lane, Sonic Boom to force relics or possibly kill them. Having Aegis Amulet makes your disengage much easier, as the threat of the enemy jungler is much lesser.

  • While you deal incredibly high dps, it is hard to do damage when the enemies are all grouped up for team fights. Try to wait for a team fight to begin, and Sonic Boom on the enemy backline.

  • You do have the option of playing the opposite side of the map and hyperfarming, but it's not worth loosing an objective or a teamfight for this. Presume you always need to rotate, and be ready to Sonic Boom into the teamfight.

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.

  • Mercury has a strong 1v1, but some enemy junglers can force your relics and escape, leaving you vulnerable to the next engage. It's best for you to hang back and wait for the Fire Giant fights to begin, then Sonic Boom into the fray. If it's up to you to make an opening for your team, you can try pushing the mid waves slowly. You can disengage with Sonic Boom if the enemy team rotates, there's a chance of a jungler 1v1, and if nobody comes you may get a free phoenix.

  • At Siege Fights, split push the Mid Phoenix. You can Sonic Boom into the fights once they have begun, or take the Mid Pheonix if nobody comes to you. Some junglers may win the 1v1, so consider your objective as wasting the enemy teams time.

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

Mercury is one of the strongest late game gods, but struggles to keep up early game pressure. Use your movement speed to your advantage, outfarming and outrotating the enemy jungler. It doesn't matter what the enemy jungler could do if they never make it to the fights to begin with. Your 1v1 becomes insanely powerful after your first few crit items, as you do large amounts of damage. Throw some hands!

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