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luna's lancy guide (11.3 bauble cdr build)

3 0 2,655
by lunalessthan3 updated March 22, 2024

Smite God: Lancelot

Build Guide Discussion 2 More Guides
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Build Summary

starter items

Notes you want to start with health and multi so you can stack healing for early game ganks in middle

Notes

you want to start with health and multi so you can stack healing for early game ganks in middle

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
3
Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads
Build Item Golden Shard Golden Shard
Build Item Horn Shard Horn Shard

early 50% cdr

Build Item Bumba's Spear Bumba's Spear
Build Item Jotunn's Cunning Jotunn's Cunning
Build Item Hydra's Lament Hydra's Lament
Build Item Sphinx's Baubles Sphinx's Baubles
Build Item Runebreaking Hammer Runebreaking Hammer
Build Item Heartseeker Heartseeker

Lancelot's Skill Order

Piercing Thrust / Shining Gallop

1 X Y
Piercing Thrust / Shining Gallop
3 8 10 11 12

Skilled Strikes / Crashing Dive

2 A B
Skilled Strikes / Crashing Dive
1 4 6 7 9

Mount Up / Quick Turn

3 B A
Mount Up / Quick Turn
2 15 16 18 19

The Grand Joust

4 Y X
The Grand Joust
5 13 14 17 20
Piercing Thrust / Shining Gallop
3 8 10 11 12

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
1 4 6 7 9

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: 45 / 80 / 115 / 150 / 185 (+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
2 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 / 305 / 430 / 555 / 680 gained over 3s
Cost: 50
Cooldown: 14s

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

Ability Type: Pivot
Cost: 30
Cooldown: 2s
The Grand Joust
5 13 14 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

Extended Build

early game

at gamestart you want to get 2 heal pots and 3 mutli pots to get double healing going during early ganks.

contrary to most guides I find it a lot better to start leveling 2 first as the normal version only deals a little bit less damage than his 1 and you're going to want to engage with his mounted 2 most of the time anyway. so you might as well start leveling that your engage actually does damage.

attack string

as i said in the first chapter you want to engage with your mounted 2 since it deals more damage than your mounted 1, roots and procs runebreaking.

my go to attack string goes as such:
mounted 2 > aa > 2 > aa > 1 > aa > 1 > if you want to extend and commit you can ult to get a free mount, do the whole thing again and then either run with your 3 or commit even harder with it.

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1
DV-8 (35) | March 22, 2024 9:35pm
Interesting build concept! It sparked some new strategies for me to experiment with, and I'm eager to share my insights!

Firstly, I hadn't previously explored the possibility of incorporating Runebreaking Hammer into his build. In terms of raw damage potential, it does lose out to Transcendence. However, after testing, I discovered that it doesn't seem to compromise damage output as much as I had initially presumed, and adds an interesting dynamic to his dives.

Additionally, I typically opted for Jotunn's Vigor over Jotunn's Cunning in the past without really thinking, but experimenting with Cunning provided intriguing results. While Vigor offers valuable functionality, particularly considering the build's lack of sustain, Cunning synergizes effectively with the cooldown reduction from the build, which makes for some fun dive combos. I did notice though; gaining a stack of wit while mounted (such as when engaging with your ultimate), can sometimes needlessly consume the passive if you use a mounted ability to follow up, so it's something to be aware of. However, it can self-proc on his first ability, which I found interesting.

Another departure from my usual approach was prioritizing leveling the 2 before the 1. This seems like a reasonable choice, especially when initiating with the mounted 2. It was a refreshing change, as I typically prioritize leveling the 1 first.

Regarding Sphinx's Baubles, I don't want to be anti-fun, but I can't help but find myself weighing its benefits against what I would have to forgo to fit it in a build. The extra Cooldown it provides comes at the expense of sacrificing some solid damage potential. It also becomes challenging to incorporate items like Brawler's Beat Stick if necessary. While it's a fun item, I'm uncertain if the extra Cooldown Reduction justifies giving up other items.

Overall, it was an intriguing build that provided me with a fresh perspective and enjoyable gameplay. Thank you for sharing your insights.
1
Kriega1 (143) | March 23, 2024 8:12am
Only real benefit I can see to Bauble after Hydras is if you're pairing it with blue totem to use your ult basically off cooldown on certain gods like Da Ji or Hun Batz
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League of Legends Build Guide Author lunalessthan3
luna's lancy guide (11.3 bauble cdr build)
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