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Obsidian Cernunnos GUIDE

Carry Conquest
7 3 3,685
7.3
by TottiGR updated February 25, 2025

Smite God: Cernunnos

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Cernunnos Build

Attack Speed Starter

Notes Bumba's Golden Dagger is the best starter right now because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Bragi's Harp.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Notes

Bumba's Golden Dagger is the best starter right now because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Bragi's Harp.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Build Item Bumba's Golden Dagger Bumba's Golden Dagger
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Full Build

Notes Bumba's Spear it is a really good starter because provides you with good sustain when killing objectives or jungle camps, penetration, power and one of the most important things for an ADC, couldown reduction.

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Bumba's Spear it is a really good starter because provides you with good sustain when killing objectives or jungle camps, penetration, power and one of the most important things for an ADC, couldown reduction.

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Bumba's Spear Bumba's Spear
Build Item Bragi's Harp Bragi's Harp
Build Item Qin's Blade Qin's Blade
Build Item The Executioner The Executioner
Build Item Titan's Bane Titan's Bane
Build Item Odysseus' Bow Odysseus' Bow
Build Item Dominance Dominance
Build Item Purification Beads Purification Beads

Alternative Relics

Notes Aegis of Acceleration is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Notes

Aegis of Acceleration is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Phantom Shell Phantom Shell

Defensive Alternatives

Notes Berserker's Shield is an alternative to Dominance in case you want attack speed and have some protections for late game fights over objectives.

Shifter's Shield can be a great choice if they are focusing you during late game fights because will provide you of good defensive stats and high power! It is an alternative to Dominance in the last item spot.

Notes

Berserker's Shield is an alternative to Dominance in case you want attack speed and have some protections for late game fights over objectives.

Shifter's Shield can be a great choice if they are focusing you during late game fights because will provide you of good defensive stats and high power! It is an alternative to Dominance in the last item spot.

Build Item Shifter's Shield Shifter's Shield
Build Item Berserker's Shield Berserker's Shield

Critical Items

Notes In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Notes

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer

Cernunnos's Skill Order

Shifter Of Seasons

1 X Y
Shifter Of Seasons
2 7 11 14 15

Bramble Blast

2 A B
Bramble Blast
1 4 6 8 10

Horn Charge

3 B A
Horn Charge
3 12 16 18 19

The Wild Hunt

4 Y X
The Wild Hunt
5 9 13 17 20
Shifter Of Seasons
2 7 11 14 15

Shifter Of Seasons

1 X
Activate to toggle between Spring, Summer, Fall, or Winter basic attack bonus effects.
  • Spring: Self Healing
  • Summer Bonus Damage
  • Fall Protection Reduction
  • Winter Slow
Spring Lifesteal: 4 / 5 / 6 / 7 / 8%
Spring Heal Scaling: 15% Intelligence
Summer Damage: 5 / 10 / 15 / 20 / 25
Summer Damage Scaling: 10 / 13 / 16 / 19 / 22% Strength or Intelligence (whichever is higher)
Fall Physical Protection Reduced: 5 / 10 / 15 / 20 / 25%
Fall Magical Protection Reduced: 5 / 10 / 15 / 20 / 25%
Debuff Scaling: 5% Intelligence
Fall Debuff Duration: 10s
Winter Slow: 10 / 11 / 12 / 13 / 14%
Winter Slow Scaling: 2.5% Intelligence
Winter Slow Duration: 1.5s
Cooldown: 0s
Cost: 0

Additional Notes:
  • This effect is always active once ranked.
  • Summer Season basic attacks deal Physical Damage if you have more Strength, or Magical Damage if you have more Intelligence.
Bramble Blast
1 4 6 8 10

Bramble Blast

2 A
Fire a bramble that explodes on hit or upon reaching max range, dealing Physical Damage in an area.
  • This Roots and Cripples a directly hit target.
  • The explosion leaves a bramble area that repeatedly deals Physical Damage.
Initial Damage: 65 / 100 / 135 / 170 / 205
Initial Damage Scaling: 75% Strength + 50% Intelligence
Damage Per Tick: 8 / 12 / 16 / 20 / 24
Damage Scaling Per Tick: 12% Intelligence + 6% Strength
Root Duration: 1s
Range: 8.8m
Radius: 3.2m
Cooldown: 15s
Cost: 50 / 60 / 70 / 80 / 90

Additional Notes:
  • Projectile stops and explodes on first enemy hit. Projectile stops and explodes on walls or at max range.
  • Bramble area hits 10 times over 5 seconds.
Horn Charge
3 12 16 18 19

Horn Charge

3 B
Dash forward, passing through all types of enemies.
  • Deals Physical Damage to all enemies hit
Damage: 70 / 125 / 180 / 235 / 290
Damage Scaling: 85% Strength
Damage Scaling: 85% Strength
Range: 8.8m
Radius: 1.6m
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Cost: 70 / 75 / 80 / 85 / 90

Additional Notes:
  • Dash passes through all enemies.
  • You can cancel this ability at any time.
The Wild Hunt
5 9 13 17 20

The Wild Hunt

4 Y
Polymorph enemy gods into wild boars and start The Wild Hunt.
  • Deals Physical Damage to all enemies in the area.
Damage: 200 / 285 / 370 / 455 / 540
Damage Scaling: 100% Intelligence + 80% Strength
Polymorph Duration: 1.5s
Slow: 20%
Slow Duration: 1.5s
Range: 8.8m
Radius: 4m
Cooldown: 90s
Cost: 100

Additional Notes:
  • Polymorphed Enemies are Silenced, Disarmed, Slowed, and transformed to look like harmless animals.

Cernunnos Threats

Tap each threat level to view Cernunnos’s threats

Max
2
Major
0
Even
0
Minor
0
Tiny
0

Cernunnos Synergies

Tap each synergy level to view Cernunnos’s synergies

Ideal
4
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Cernunnos as an ADC.


Here are my socials:

Abilities

Cernunnos' Abilities


HEAVY GLAIVE (PASSIVE) - CLICK FOR INFO

Aspect of Strife

Cernunnos' Aspect of Strife gets rid of the ranged component of his Basic Attack. This aspect should always be used as a jungler, as an ADC you should always have the ranged component because it would be a high disadvantage for trades in the lane, you will always need to play aggresive to apply damage over the enemy ADC while him can play safe and poke you out.

As an ADC I would never recommend to use this aspect but if you want to try out and have some fun in casuals can be really interesting!

Example Combos:

Example Combos:

Main Combos:

Shifter of Season (Autumn) > Bramble Bast > (If you have crippled and rooted the enemy with the skill before) Horn Charge > Basic Attacks > If you haven't killed the enemy you should use as your last opportunity to get a kill your ultimate The Wild Hunt

Shifter of Season (Autumn) > Bramble Bast > Horn Charge > Basic Attacks > Bramble Bast

Shifter of Season (Autumn) > Horn Charge > Bramble Bast > Basic Attacks > The Wild Hunt

How to play Cernunnos ADC

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2, try always to upgrade if the ADC has a dash or escaping ability, one of it, in this case the Horn Charge and then if you have won the pressure go to the central buff, do it and then comeback to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • During the early game phase remember to push waves and then do your right back camps because they will give you an small lead over the enemies. Ward duo site of the map and try to fight over the central buff camp.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • This ADC has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, neutral camps and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other ADC.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Pyromancer for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or neutral buff camp and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER ADC!)

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyromancer as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


[*] If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have able your actives: Purification Beads, Aegis of Acceleration or Phantom Shell before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward As Carry

Normal Early / Mid Game Warding:


I would always try to get this two wards (NORMAL WARDS -> White Colour) because with them you can easily control most of the jungle size around duo lane, avoiding enemy jungler ganks or even support ambushes. You can also control the Gold Fury objetive during the mid game phase of the game and communicate your team anything happening over the duo lane!

Defensive Warding:


Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Ward (GREEN COLOUR CIRCLE) your purple buff and make sure to call your teammates at least 1 minute before spawning.

Offensive Warding:



In case you have a high pressure duo set up (ADC with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade enemy purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared]

Fire Giant Warding:




These two maps are efficient ways to use ADC vision to help your team know the position of enemies before starting a fight around the objective.

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and MID) form what we call as "backlaners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.

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