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Pros:
High burst damage.
You get to use your ultimate multiple times if it kills.
Ultimate gives CC immunity.
Your 1 cripples for a very long time, and can cripple multiple enemies.
Free magical protection reduction from your 2.
Has a relatively quick escape.
Cons:
Extremely squishy.
Easily focused on (especially if you're using your ultimate).
Dependent on landing skills (particularly your 1).
Ultimate has a VERY long animation and is hard to land.
Credits to luism-art.blogspot.com for image.
Quick Learner Scylla's passive allows her abilities to gain additional effects when maxed and gives her 20 magical power per maxed ability. |
Though I didn't list it in the build, I always like to buy some potions to start the game (except in arena). 3 health potions and 0/1 mana if I get the mana jungle buff, or 2 health potions and 2 mana if I don't get the jungle buff.
is also a great item for conquest.
Shoes of Focus
With a whooping 25% power increase, this item is a must. When you think you have enough protection, and want to start focusing on power, you can get this item. |
warlock's sash | Warlock's Sash gives you health and magical power with minion and enemy kills. If you're getting Warlock's Sash, you need to get it fast, to start stacking it, usually as your 3rd item, after your boots and defense item. I get this when I'm not having trouble with magical attackers after getting Breastplate of Valor, or vice versa with Void Stone, just to make myself more tanky and increase my attack power at the same time. |
magi's blessing | If you're getting picked off by CC abilities that occur too fast for you to use beads (for example, Arachne's Cocoon , Tyr's Fearless , etc), then you can get this. |
Quick kill:
-->
--> Immediately hit with ultimate
A combo for killing enemies on low health. At rank 1 Sic 'Em (depending on the distance you landed it and your reaction), the enemy might have a split second to escape your ultimate. But this is not likely unless they have combat blink. At rank 2 and above Sic 'Em, your ultimate is guaranteed to hit if they don't CC immunity their way out of your cripple.
Full kill:
-->
-->
--> Detonate Crush --> Hit with ultimate
Near end game this combo should be enough to kill squishies at full health. This combo will require level 4 Sic 'Em for a probable hit (depending on reaction time and whether they have an escape), and level 5 for a guaranteed hit. You can detonate the crush during the split second you transform into a monster (which is faster than detonating it and then transforming into a monster), and then hit them. To make this clear, you hit them with Sic 'Em, hit your crush while they are crippled, transform into a monster, detonate the charge, then hit them with your ultimate strike. Note that crush cannot be detonated during the hit from your ultimate. You need to detonate it before you make the strike or afterwards.
1 vs 1:
-->
-->
--> Hit with ultimate --> Detonate Crush
The advantage of detonating crush last is the magical protection debuff it provides (at max rank) when you hit your ultimate. If there's no one else to hit with your ultimate anyway, there is no point to killing with it. This combo does more damage than the last simply because of the protection debuff. And if you have any magical allies with you, they will benefit from this debuff as well. But you cannot detonate your charge until after the very slight animation where you change back after landing your ultimate, so at level 4 Sic 'Em, the enemy will have a chance to escape your crush using combat blink or any movement abilities they have. At maxed Sic 'Em this combo is guaranteed.
Gem of Isolation combo :
--> Detonate Crush -->
-->
--> Hit with ultimate
When you're facing enemies that won't stop dancing around, it is hard to hit your Sic 'Em, so instead you start off with crush. If your crush is maxed they will be additionally slowed along with the stacking slow from gem of isolation. This will make it easier for you to land your cripple. This combo also allows you to judge whether you can get the kill with your ultimate after landing your crush and Sic 'Em, and you can opt to wait for your skills to cooldown, rather than continue the combo.
Against tanks :
-->
--> Auto-attack --> Detonate Crush before they leave the Crush circle
This combo is mostly used on tanks and people you can't kill with the "Full kill" combo. Landing crush first will let your Sic 'Em benefit from the protection debuff. If they don't have an escape, they will be forced to walk through the circle (while will slow them) during which you can auto-attack them (and then detonate just as they almost leave it). If they do have an escape, you will need to detonate it before the cripple from Sic 'Em ends, so they don't fly off.
Allies
June 11, 2014
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I would never recommend Pestilence on Scylla. You should never be in near-melee range of a mage to have it active, or you're playing Scylla wrong. She's a long range nuker than only moves in for a kill to assure a polynomicon hit or when chaining kills on her ultimate.
I would call Ares a trap ally, because many people would blow their ult as soon as he does to prepare the strike, but anyone with beads will avoid his ult and thus make yours useless. Also wouldn't call He Bo a particularly dangerous enemy should you play smart. I'd consider Agni's sustain damage and heavy wavepushing much more dangerous.
Also against a Tank, you'd never go Sic 'Em into Crush. You want to lay down the crush for the reduced magic protections, THEN sic em, THEN detonate it. Otherwise you're doing pitiful damage against them.
Also, Rod of Tahuti is a *must*, not a pick one. She's a burst mage based around one shotting someone in a combo, or else you have to wait around 6-10 seconds to do anything else. That's 6-10 seconds you CAN"T wait on if you're being focused. It's an absolute necessity to get Rod if you're a burst mage, staying alive after you use your abilities doesn't matter when you're only prolonging yourself a second or two.
Otherwise...decent guide. I'd clear up the Aesthetics on the skill section but things flow nicely. You know the god well and put effort in, I'd call it an overall decent guide.
I agree with you on most things, but I disagree with your opinion on pestilence. Using the ruler tool, I see the max range of Sic 'Em is around 62.5 (just eye-balling it), and the range of pestilence is 55, which is not far off. If you're landing Sic 'Em at max range, it is extremely predictable and hard to land due to the slight delay in travelling time. I have never had much trouble with agni, so I will refrain from making a section on him until I have more experience. Regardless, thank you for the feedback and I will change my guide accordingly.
I would call Ares a trap ally, because many people would blow their ult as soon as he does to prepare the strike, but anyone with beads will avoid his ult and thus make yours useless. Also wouldn't call He Bo a particularly dangerous enemy should you play smart. I'd consider Agni's sustain damage and heavy wavepushing much more dangerous.
Also against a Tank, you'd never go Sic 'Em into Crush. You want to lay down the crush for the reduced magic protections, THEN sic em, THEN detonate it. Otherwise you're doing pitiful damage against them.
Also, Rod of Tahuti is a *must*, not a pick one. She's a burst mage based around one shotting someone in a combo, or else you have to wait around 6-10 seconds to do anything else. That's 6-10 seconds you CAN"T wait on if you're being focused. It's an absolute necessity to get Rod if you're a burst mage, staying alive after you use your abilities doesn't matter when you're only prolonging yourself a second or two.
Otherwise...decent guide. I'd clear up the Aesthetics on the skill section but things flow nicely. You know the god well and put effort in, I'd call it an overall decent guide.
An upvote from me.