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Hey guys, I'm finally back after a long break and now I'm entering the rank scene and I wanted to make a guide for 1 of my most played diamonds, Mercury. A Thanatos guide will come later as he's my primary pick for jungle even though all you people say he's a poor choice against many of the other picks.
Many people already know that Mercury is a late game jungler that will snowball the hell out of you if you allow him to, but people forget Mercury plays such a big role in early game to set up kills for his allies so he can snowball later.
This will be updated every once in a while when big changes come and when better ways to build him comes to light.
Lets get started.
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Pros:
[*] Good kill setup/secure potential with his 3 [*] Passive helps make him the One Punch Man [*] Great mobility and escapes [*] Has one of the best ultimate to engage or disengage a fight |
Cons:
[*] No Sustain unless you build life steal [*] Easily countered with Shield of Thorns, Shell Spikes, or Hide of the Nemean Lion etc [*] Bellona counters the hell out of Mercury and she's a common pick. |
Before we start this section, there are other ways to build Mercury but as of right now(8/8/17) I find this build to work out extremely well in rank and casual.
STARTING ITEMS:
These are the best starting items for Mercury. I highly suggest getting 3 Healing Potions and 1 Mana potion because Mercury doesn't really use a lot of mana given you don't spam his abilities 24/7, because you have no need to, it's Conquest, not arena. Everything is self-explanatory after that.
Mercury works extremely well with a lot of support gods, but I find Ymir to be the best even though there are much, much, much better picks. He has a wall that can last forever to someone who wants to run away and that wall is like the Great Wall of China, Mercury will just 100-0 anyone that gets cornered.
She works well with Mercury as well with all the CCs she has and ability to increase your movement speed with her ultimate which increases your damage further.
There are many other gods that works well with Mercury but then there's also a lot of counters to him, just Kuzenbo with his 2 that will stop you in your tracks.
This thing makes Mercury cry like a little girl so avoid fighting anyone with it unless you are with a team.
If you see anyone pop this relic, then wait til it finishes before you re-engage them because you will die to it.
Mercury is a very interactive and agile jungler so you need to be on the look for possible picks when enemy invade your camps. Remember to ward your speed buff because someone is going to invade it eventually. He has a somewhat bad clear when you start out but once you get in a little further he becomes much easier to use and gank. During a team-fight, you shouldn't always focus on being present in the middle of it. If it's a 5v5 fight then you should disappear and go around it to take down their back line, don't run up to them when the frontliners sees you, it's stupid and will get you killed. Go around and take out the back line quickly. They won't know what hit them til it's too late.
Warding is key in Conquest so keep warding objectives. Merc can solo the Gold Fury after you get Deathbringer so just try to take down the Gold Fury every chance you get alone after purchasing DB of course. He can also solo the Fire Giant after full build or after getting Bloodforge but I suggest you do the Fire Giant with your team just in case they decide to dive you.
Good luck my boys. Happy Mercing.
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For the build, if you're going to rush crit, I would pick Rage over Wind Demon. It'll give you 30% crit at max stacks. I also prefer 3 crit items over two because it's more consistent, even if it means I'm two punch man instead of one punch man.
The build I've been using, for comparison, is Warrior Tabi, Stone Cutting Sword, Rage, Wind Demon, Deathbringer, situational item.
For formatting, you should look into using columns, and maybe add a little color.
Otherwise you did a good job
Also, Deathbringer is a better option in that 2nd crit slot. If you really do go 3x crit, get Wind Demon 3rd. With WD passive not active, DB greatly out DPSs WD...and with WD passive active, it still outdamages, though to a smaller margin. Individual hits will also be higher on average with DB.
I use the Wiki page sometimes to check... https://smite.gamepedia.com/Rage
Confirms 35% at full stacks there.
I prefer this build as it gives the sustain for late game engagement with Bloodforge passive and the power it provides. Hydra's Lament really does its job late game to delete squishes instantly so my team can win fights easier.
Sure I'd love to see a higher crit chance but that's not always the best route or generally isn't the route I'd take since a trade off of 35% more crit for a higher instant burst is what I'd like to see. I'm sure your way works very well, but Wind Demon and Deathbringer gives me enough crit chance and the rest I want to have a higher base damage so I don't need to just rely on getting crits to actually do my job. Obviously a higher crit chance yields much better consistent results, but my Hydra's Lament makes up for it substantially since Mercury has a insanely high basic attack damage already.
I didn't add this in the build as it wasn't a preference of mine since having the extra base power and higher basic attack damage will yield a more consistent result. It raises the burst potential and dps overall with more power then just preferably higher crit. It is after all RNG so higher crit chance doesn't always yield higher damages. Just more chance to crit, while having more power yields consistent damage and still having the ability to crit with 40% isn't a bad trade off at all in my opinion.
Thanks for giving me advices though, it's noted. This is only my 2nd guide and I didn't really read the coding guide for this yet. Just wanted to get my perspective out there to help other people who are struggling.
I'll be making the guide a lot more colorful later on as I put more finishing touches on my build.
Thanks again for looking at my guide.
However, if you compare Rage to Wind Demon you will see that the only benefit Rage offers is a additional 15% crit chance when Wind Demon offers 10% Attack speed and a additional 20% attack speed and movement speed for when you crit for 5s it refreshes everytime you crit as well. I have a preference for some attack speed. Mercury doesn't always have his Maximum Velocity ability up and ready to use. I like to have some attack speed to duel people if my 2 is on cooldown. However, statistically speaking, Rage offers 35% crit chance compared to Wind Demon giving 20% only. I find that the difference in that doesn't affect me at all. Sure I can crit a bit more often, but to be able to land more hits quicker increases the chances of me critting again. I'm not talking about crit chance increase, but simply being able to try and get more crits in a quicker fashion. Don't forget that Wind Demon offers 20% Attack speed AND Movement speed. Mercury passive increases his power with additional movement speed from items and abilities.
So in essence, Wind Demon provides a better overall, bang for your buck in early game and prolongs it til the end of the match. That 15% crit chance difference between these 2 items shouldn't always be the reason to get Rage. It is after all just a difference of 15% crit chance when Wind Demon offers so much more for just a extra 400 gold. In your early to mid game phase as Mercury, you need a way to attack without sacraficing your 2 all the time for the sake of a kill. What if your 2 is down by then but you didn't kill the enemy? Wind Demon offers you that movement speed and attack speed to secure the kill in a shorter amount of time and still do more damage. Crit chance doesn't increase your damage, just gives you a higher chance for each hit to crit. I usually don't find that as important as having the ability to attack quicker which increases the amount of times you can crit.
I believe that with a higher increase in attack speed, it also increases how often you may crit and how much damage you can dish out at the same time. Rage is by no means a bad item, but from my experience, Rage doesn't offer what Mercury requires. Its works for other gods but I don't think it's a better choice than Wind Demon by far.
Mercury can one punch people, but you have 5s on your 2 to make use of it. After that you're simply attacking with no increase in attack speed for the next 7.6 seconds due to the 10% CDR on Hydra's Lament or 9 seconds without it. Late game becomes team fights mostly all the time. Rage can work against 1v1s but in a teamfight, Rage doesn't play a bigger role than Wind Demon. Mercury] revolves around being able to get from Point A to Point B quickly and finishing the target ASAP before your enemy team realizes whats going on. Those crucial split second decisions affects every single fight. The added bonus of power from [[Wind Demon passive due to Fastest God Alive adds onto his success in eliminating the enemy team. Not just the squishes but Tanks.
In conclusion?
-Wind Demon offers more power due to Merc's passive.
-More Attack Speed to increase the amount of time he crits and a higher consistent DPS overall.
-The 20% extra movement speed helps chase targets that are able to get away, but not for long.
The only downside to going Wind Demon is you don't get the extra 15% crit chance that Rage offers with its passive. But is that really why you need crit chance? Why get 15% more crit chance when you can get so so much more attack speed, movement speed, power, and higher sustained DPS. Compared to that 15% crit chance, Wind Demon is the go to for Mercury instead of Rage.
Mercury is a one-shot god, very much so that in the late game he becomes a hyper-carry. Critical strike chance is simply that, chance. With Rage giving you more chances to hit those critical strikes and keep on carrying is better than the small beneficial stats that wind demon gives. While wind demon CAN provide more DPS, Mercury is more of a one shot god than a sustained dps god. And simply because Rage is at a 400 gold difference than wind demon its gets Mercury further into his build and quicker to become that hyper-carry.
Mercury does not need that much attack speed, sometimes even none at all. The only attack speed item I would ever build is Ninja Tabi and with the new patch coming out, Asi. He benefits from more power than attack speed.
It's just the fact that with Wind Demon I'm able to fully utilize the way I play Mercury. Sure he hardly needs attack speed as his Maximum Velocity already provides substantial attack speed, but I've played quite a few matches with both items and found that Wind Demon just fulfills my niche much better then Rage. I do admit though that during matches that I used Rage it has helped me tremendously get further into my build but with wind Demon I feel much more comfortable engaging opponents as every second counts in a fight and with that added attack speed, I can land more hits which means I could crit more as I dish out more attacks. Crit chance is simply chance as you said. But I've found that with the added attack speed from Wind Demon I see myself landing more crits in a quicker succession then Rage
When the time comes for a full power and crit build comes then I'll adjust my build, but as of now I prefer the Wind Demon over Rage.
I hope I'm not starting to sound like a ignorant person. I just have a very particular play style with Mercury and I prefer to have some attack speed to help me mow down the enemy team quickly.
But as such, both points still stand for their own reason. If you do find yourself however on the back foot against some good able teams that can handle a Mercury I would vouch for Rage every-time. Would help delete squishies quickly. Happy smiting.