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Pentakill? I'm a monster...

9 3 50,423
by spare145 updated June 11, 2014

Smite God: Scylla

Build Guide Discussion 3 More Guides
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Scylla Build

Boots of choice

Build Item Shoes of Focus Shoes of Focus

Pick one

Build Item Breastplate of Valor Breastplate of Valor
Build Item Chronos' Pendant Chronos' Pendant

Pick one

Build Item Void Stone Void Stone
Build Item Obsidian Shard Obsidian Shard

Pick one

Build Item Bancroft's Talon Bancroft's Talon
Build Item Divine Ruin Divine Ruin
Build Item Polynomicon Polynomicon

Core

Build Item Rod of Tahuti Rod of Tahuti

Situational

Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Pestilence Pestilence
Build Item Bulwark of Hope Bulwark of Hope
Build Item Magi's Cloak Magi's Cloak
Build Item Soul Reaver Soul Reaver
Build Item Ethereal Staff Ethereal Staff
Build Item Gem of Isolation Gem of Isolation
Build Item Warlock's Staff Warlock's Staff

Actives

Build Item Improved Sprint Improved Sprint
Build Item Greater Purification Greater Purification
Build Item Combat Blink Combat Blink
Build Item Aegis Pendant Aegis Pendant

Scylla's Skill Order

Sic 'Em

1 X Y
Sic 'Em
3 8 11 12 13

Crush

2 A B
Crush
1 4 6 7 9

Sentinel

3 B A
Sentinel
2 15 16 18 19

I'm a Monster

4 Y X
I'm a Monster
5 10 14 17 20
Sic 'Em
3 8 11 12 13

Sic 'Em

1 X
Scylla sends two hounds forward, damaging, rooting, and crippling the first enemy hit.

At max rank, two additional enemies nearby the first target will also be hit.

Ability Type: Line
Damage: 60 / 110 / 160 / 210 / 260 (+75% of your Magical Power)
Root Duration: 1.75s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
Crush
1 4 6 7 9

Crush

2 A
Scylla creates a magical field that Slows enemies. After 5s it detonates and damages enemies, dealing 30% increased damage to Minions and Jungle Camps. Scylla may activate the ability again to detonate it early.

At max rank, enemies in the area also have their Magical Protection reduced, and targets hit by the damage retain the debuff and are Slowed for 1s.

Ability Type: Ground Target
Damage: 100 / 155 / 210 / 265 / 320 (+85% of your Magical Power)
Slow: 30%
Max Rank Debuff: 15% Magical Protection Reduced
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 10s
Sentinel
2 15 16 18 19

Sentinel

3 B
Passive: Scylla gains MP5.

Active: Scylla summons a Sentinel to the target area, granting vision of enemies for 5s. Scylla may activate the ability again within 5s to move to the Sentinel location.

At max rank, the vision is granted through line of sight blockers, and placement range increases.

Ability Type: Ward, Leap
Passive MP5: 8 / 10 / 12 / 14 / 16
Vision Range: 40 / 50 / 60 / 70 / 80
Summon Range: 70
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
I'm a Monster
5 10 14 17 20

I'm a Monster

4 Y
Scylla reveals her true nature, becoming immune to Crowd Control for the next 6s, and gaining movement speed. She may make one powerful attack during this time. If she kills an enemy god with the attack, she gains another 6s and may attack again.

At max rank, the movement speed bonus doubles.

Ability Type: Ground Target
Damage Per Hit: 400 / 500 / 600 / 700 / 800 (+120% of your Magical Power)
Movement Speed: 35 / 35 / 35 / 35 / 70%
Range: 60
Cost: 100
Cooldown: 90s

Overview

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.

Skills

Quick Learner

Scylla's passive allows her abilities to gain additional effects when maxed and gives her 20 magical power per maxed ability.

This is why I max Crush at 9 and Sic 'Em at 13 instead of levelling I'm a Monster .




Sic 'Em

Scylla sends her hounds in a straight line. If it hits, it will cripple (meaning they cannot move or use movement abilities or combat blink) the enemy. At max rank it will cripple 2 additional enemies nearby.

This is your lifesaver skill, and whether you land it will usually determine whether you die in the battle. I would recommend running away with sentinel if you miss it, and employ a hit and run strategy, going back in when your cooldowns are over.




Crush

Scylla sends a magic circle which she can remotely detonate by pressing the button again. While not detonated it slows the movements of enemies in it. At max rank, it slows for 1 second even after detonation, and it reduces the magical protection of enemies in it.

This skill has some travel time the further you throw it out, so this means the skill is fastest when you throw it right on yourself (because there is very little travel time). If you're trying to catch someone who's moving around a lot, the best way is to use sentinel right up to their face, and use crush right on yourself, then detonate immediately.

So you're probably asking "should I always detonate my charges immediately?" If you're using it for harassment, or on creep waves, yes. However, you can also use its slowing properties to help you or your allies escape. You should always leave a crush circle behind after using sentinel when attempting to escape. If you're in the jungle, your crush circle is large enough to block out the entire path, forcing everyone who's chasing you to be slowed (unless they have slow immunity). You can also place your Crush through walls. An important part of chasing is catching someone around the bend with this.




Sentinel

Scylla sends her hounds at a distance, giving her vision. Upon pressing the button again, she can teleport to the hound. At max rank vision is granted through line of site blockers, and placement distance is increased.

Mostly, it is for escaping, but there is a delay between placing the sentinel and teleporting to it (which might be the cause of your death from time to time). So you should place the sentinel ahead of time if you know you're going to get stunned. For example, if you're hit by Ares' No Escape , and your beads and ultimate are on cooldown, you should place the sentinel before you get dragged off by him so that you can immediately teleport away after the stun if you're still alive. If possible, try to place your sentinel so that it goes through some sort of wall for faster escape. You can also use it to teleport behind a tower to catch unsuspecting victims trying to return to base.




I'm a Monster

Scylla transforms into a monster, during which you gain movement speed and you can strikes with her hounds in a circle AOE. If she kills with this attack, she may attack again. At max rank, the movement bonus doubles.


You should know that some times it might be more advantageous to NOT kill with this skill. For example, if someone can be killed with crush, then by using this skill, you are just increasing the chance of you missing if they're not crippled. Even if you get the kill, if there are too many people, landing a second strike may cause your death. In this situation, it would be better to right click to cancel your monster form and escape using Sentinel . There is an animation for returning to normal form, during which you may die during the cancel animation.

The speed bonus provided by your ultimate is not enough to match Sentinel, so Sentinel is still primarily your escape. Though you may use your ultimate after sentinel (for the movement speed bonus) if they are still chasing you. You can also use it for the CC immunity (say for example to escape from Ares' ultimate or Hades' ultimate when you don't have beads/sentinel available ).

I would like to remark that this skill is really difficult to land against someone if they're aware of it and not slowed. If someone's at low health and not running away, you're better off waiting for Sic 'Em to cooldown than to try and land it on them point-blank. Last thing you want is to die and not hit your ultimate. A very good way of hitting someone unaware is to use it from behind a wall or behind them. The strike can go through walls like your other skills.

Another thing to note is that during the ultimate, you have a HUGE hit-box. You're practically screaming at the enemy to hit you (and they will), which is why you'll need plenty of defense. With no defense, you will literally die before you can say "I'm a Monster."

Items

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

Cooldown is very important for Scylla. It helps you both escape and attack. With the 15% cooldown reduction from Shoes of Focus, and the 25% from Breastplate of Valor/ Chronos' Pendant, you can get 40% reduction ( which is the maximum amount possible).



Cooldown and penetration



Look at the enemy team. Are half or more of them physical? If so, then choose Breastplate of Valor. If not, hold off the decision and get Void stone first. After a while, look at the score of their physical attacker. Are they doing well? If they're going 5-0, you're going to need Breastplate of Valor. Otherwise, you can get Chronos' Pendant, which also gives the same amount of cooldown reduction.

A similar argument works for Void Stone vs Obsidian shard. Is their team mostly magical? Is their magical user doing well? If you don't get Void Stone, you can hold off on getting Obsidian shard until later (or not at all if they have no tank or if no one builds magical defense on the enemy team). The thing with Void Stone, though is that it that you need to upgrade its starting item into the 2nd tier before it starts giving you any magical protection. Mostly, you're going to be getting Breastplate of Valor and Void Stone over Chronos' Pendant and Obsidian Shard.

A good way of telling which defense item you need is to look at the damage inflicted on you for your last death. You can do this by pressing Y (default key if you haven't changed it) in game. It doesn't matter if they have only 1 physical/magical attacker if they're focusing you and responsible for most of your deaths.

As for in which order you should get them, that depends on who you are facing in your lane, and who you are having trouble with. I usually make my first defense item before I even finish my boots. Some people may be against building defense on Scylla as a first item (or they may even argue that Scylla doesn't need defense lol), but it is imperative that you can actually finish using your ultimate without dying! Scylla is one of the squishiest heroes in this game!




Sustain

This item is your lifesteal and sustain. If they have one or more healers such as Hel, Ra, or Aphrodite that are giving you trouble, then Divine Ruin is a good choice as enemies hit by your abilities will have their healing reduced. Otherwise your choice is between Bancroft's Talon and Polynomicon.




Power

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.



Situational

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.


Gem of isolation slows enemies hit by your abilities. This is particularly useful when you have trouble hitting your enemies. Just ask yourself whether you have been missing all your Sic 'Ems and ultimate strikes. If the answer is yes, you probably need this item, and should start engaging with crush followed by Sic 'Em.

If you're still dying a lot after Breastplate of Valor/ Void Stone (or both), then you need another defense item. Hide of the Nemean Lion for is physical defense. For magical defense, you can choose between pestilence (its passive reduces healing from those healers you may be having trouble with) and Bulwark of Hope (the superior choice if there are no healers). The range of the pestilence aura is 55, which is only very slightly below the max range of your Sic 'Em.

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.

If you're doing really well, not dying at all, and find yourself thirsting for power, then this item is for you. Its passive lets you take off 15% of someone's health using an ability, possibly letting you one-hit-KO someone with just your ultimate.


On the other end of the spectrum, if you're REALLY not doing so well, then you get this item. This item is your last resort if you can't stop dying. Should be gotten along with Gem of isolation and Warlock's Sash so that you have enough health to make use of the passive (which gives power as a percentage of your health).


Ultimately, how much defense items should you get? Until you stop dying! This may be as little as 1 item, to a whole bunch of them.






Actives

My most common active combination is undoubtedly Imported Sprint and Greater Purification.

You can upgrade this to Heavenly Agility if you want, but I generally just leave it at the 2nd tier. Improved Sprint gives slow immunity, which is very important and why it's vastly better than the regular sprint. Considering how many gods have slows, I almost always get this item. Just your Sentinel is not enough to escape when you're slowed. Sprint can also be used during monster form to chase someone down.

Also known as beads. Whether you get this depends of course, on who you're facing. You should get it if you see any of these gods: Ymir (his stun lasts forever), Ares, Apollo (his mesmerize can kill you), Kumbhakarna, etc. If you play the game long enough, you will know who those gods are.

Aegis Pendant is mostly used to deal with ultimates that would otherwise one-shot or gravely injure you. Poseidon's Release the Kraken and He Bo's Crushing Wave are the worst offender. Vulcan's Earthshaker can also deal severe damage to you, though in reality, this skill is really easy to avoid if you know he's using it. You can sentinel basically anywhere to avoid it. Aegis Pendant can also be used during monster form (before you make the strike) if you see people trying to ult you during your ultimate. Though if you do use it this way, remember that your cripple from Sic 'Em will be lost by the time you can strike with your ultimate. With your enlarged hitbox during your ultimate, this gives you another way to use your ultimate: body-blocking with Aegis Pendant to save near death allies.

This item has a very long cooldown but it's very good. It lets you teleport instantly so you don't have to live with the delay from sending out your hound when using Sentinel . This item is a solid buy if the enemy team has Ne Zha or Kumbhakarna . Both their ultimates will send you flying, and the enemy team will be waiting to nuke you as soon as you land. But with combat blink, you can escape immediately after landing. Beware that combat blink won't work if you're crippled (say if you're in Poseidon's whirlpool). If you don't have trouble with CC or burst ultimates, this is the active to get.

Combos

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 and enemies

Allies


Ares' ultimate and gathers a ton of enemies together in one spot and stuns them. This gives you an opportunity to land your skills. Even if your ultimate isn't going to kill, you should still use it, because the benefit of hitting an entire team with your ultimate is too great. If they only landed 1 person (or 3 if you have Sic 'Em maxed), then you can simply use Sic 'em, and follow up with your usual combo. Be wary of enemies who have bought beads, as they will escape Ares' ultimate and waste yours. But Ares' ultimate cooldown is only rivaled by max-ranked beads, and an Ares' who've bought any cooldown reduction will have a chance to use his ultimate before their beads cooldown ends.

Hades' ultimate will also gather enemies in one place, but anyone with an escape will usually escape immediately. But when Hades does manage to get someone without an escape, you can (with discretion) either immediately ultimate them or use your entire combo.


Both their ultimate will result in someone falling from the sky in a little while. You just have to time it right so that your ultimate lands before they can escape. ***bakharna's yawn is especially good for landing your ultimate and crush combo.



Enemies

I'm ashamed to say it, but I'm still not sure how to deal with this guy. If you get close enough, he will dive you, and if you don't, then you're left sitting in the corner and watching him farm while you don't get any farm. Even when you hit him with Sic 'Em and Crush after he dives you, he just heals it all with his 3rd skill . Worse yet, his 2nd skill will completely immobilize you. My only advice is to change lanes and stay far far away from this guy.

If you don't have any magical defense, once he hits level 5, his Whirlpool into Release the Kraken will literally take off 90% of your health (upon which he will finish you with his 1). You should get Aegis pendant if you're facing off against him.

While Hel vastly out-sustains you with her healing, that is not the reason she is here on this list. She is here because of her Cleanse . This ability allows her and her allies to escape your Sic 'Em without beads. This means that against a good Hel, you will never cripple her long enough to land your ultimate. Of course a bad Hel will simply stand there and die.


Both of them have CC immunity on demand. Chang'E has Moonlit Waltz and Xbalanque has Rising Jaguar . Like, Hel, this means that you won't cripple them for long. At max cooldown reduction, Moonlit waltz can be used every 7.2 seconds, and Rising Jaguar every 9.6 seconds. For comparison, your Sic 'Em's cooldown is 6 seconds at max cooldown reduction. This means you will either have to wait for them to waste this ability or to land 2 Sic 'Ems near consecutively. Worse comes to worse, you will land to land your ultimate without Sic 'Em. Regardless, Gem of Isolation is a solid buy against theses opponents to help you land your ultimate.

Change log

June 11, 2014

  • Added information about Aegis Pendant and Combat Blink being usable during monster form.
  • Added section on Chang'E and Xbalanque as enemies.
  • Created change log.

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1
spare145 (2) | June 10, 2014 12:05am
Raventhor wrote:

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.
1
Raventhor (158) | June 9, 2014 11:09pm
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.
1
Tea100 (6) | June 7, 2014 2:32pm
Very good guide imho. Covers all important elements, item descriptions are sufficient, nice combo section. You *could* describe it more briefly to avoid such big walls of text like near I'm a Monster, but it is not necessary.

An upvote from me.
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League of Legends Build Guide Author spare145
Pentakill? I'm a monster...
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