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Persephone - Nature's Regrowth (11.2)

15 0 40,663
9.9
by LightCC updated March 29, 2024

Smite God: Persephone

Build Guide Discussion 0 More Guides
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Build Summary

Starting

Build Item Sands of Time Sands of Time
Build Item Tiny Trinket Tiny Trinket
Build Item Healing Potion Healing Potion
Build Item Ward Ward
Build Item Purification Beads Purification Beads
Build Item Golden Shard Golden Shard

Full Build

Notes You could leave Bancroft's un-glyph'd or go with the Claw Glyph, but I prefer the Nimble Glyph with 35-40%+ attack speed (at full build) for time between abilities.

You can also wait on the glyph until later in the build as it scales with magic power, so doesn't give much benefit until you have 3-4 items.

Avoid getting pots or the health chalice as you can easily heal off minions/jungle mobs with all the lifesteal.

Relics can be substituted out for others as desired.

Notes

You could leave Bancroft's un-glyph'd or go with the Claw Glyph, but I prefer the Nimble Glyph with 35-40%+ attack speed (at full build) for time between abilities.

You can also wait on the glyph until later in the build as it scales with magic power, so doesn't give much benefit until you have 3-4 items.

Avoid getting pots or the health chalice as you can easily heal off minions/jungle mobs with all the lifesteal.

Relics can be substituted out for others as desired.

Build Item Pendulum of Ages Pendulum of Ages
Build Item Nimble Bancroft's Talon Nimble Bancroft's Talon
Build Item Soul Gem Soul Gem
Build Item Staff of Myrddin Staff of Myrddin
Build Item Typhon's Fang Typhon's Fang
Build Item Rejuvenating Heart Rejuvenating Heart
Build Item Temporal Beads Temporal Beads
Build Item Entangling Wings Entangling Wings

Persephone's Skill Order

Bone Rush

1 X Y
Bone Rush
1 4 6 7 10

Harvest

2 A B
Harvest
2 8 11 12 14

Flourish

3 B A
Flourish
3 15 16 18 19

Grasp of Death

4 Y X
Grasp of Death
5 9 13 17 20
Bone Rush
1 4 6 7 10

Bone Rush

1 X
Persephone calls forth a Skeletal Warrior from the underworld. This warrior charges forward, damaging minions and stopping on gods. Enemy gods hit are slowed for 2.5s. Whenever it stops its skull falls, becoming a Harvest Skull.

Ability Type: Line, Slow, Damage
Damage: 100 / 150 / 200 / 250 / 300 (+90% of your Magical Power)
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Range: 65
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Harvest
2 8 11 12 14

Harvest

2 A
Persephone summons an explosion at a target location that places 3 Harvest Skulls. She can activate these Harvest plants with her Basic Attacks. When the Skulls are activated she restores health to herself. After 4s the Skulls turn into Harvest Flowers. When activated these Flowers charge forward in the direction hit, biting any target that gets close. Enemies recently bitten take reduced damage from other bites, stacking 3 times. She can have up to 5 / 5 / 6 / 6 / 7 Harvest Plants out at any time.

Ability Type: Circle, Leap, Damage
Explosion: 90 / 140 / 190 / 240 / 290 (+70% of your Magical Power)
Heal: 18 / 30 / 42 / 54 / 66
Bite: 40 / 75 / 110 / 145 / 180 (+30% of your Magical Power)
Reduced Damage: 50 / 75 / 87.5%
Range: 50
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 13s
Flourish
3 15 16 18 19

Flourish

3 B
Persephone floods the ground with necrotic energy that propels her from the ground directly forwards or backwards; based on the direction she is moving. Harvest plants inside the area immediately become Harvest Flowers and activate, charging in the direction Persephone is facing. Enemies caught in this area take damage.

Ability Type: Circle, Damage
Explosion: 65 / 105 / 145 / 185 / 225 (+55% of your Magical Power)
Range: 45
Radius: 20
Cost: 70
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Grasp of Death
5 9 13 17 20

Grasp of Death

4 Y
Persephone conjures Entrapping Vines that she throws forwards, entrapping the first enemy god or wall it touches. Entrapped gods are crippled and rooted. Vines then spawn from the Entrapped target, seeking nearby enemy gods. Gods bound are crippled, can no longer move further than 55 units away and are slowed while running away from the center. Entrapping vines are destroyed if hit by 5 Basic Attacks (3 if it trapped a Wall), ending all effects.

Ability Type: Line, Crowd Control, Damage
Damage: 175 / 245 / 315 / 385 / 455 (+85% of your Magical Power)
Vine Damage: 65 / 90 / 115 / 140 / 165 (+30% of your Magical Power)
Slow: 15 / 17.5 / 20 / 22.5 / 25%
Duration: 5s
Range: Global
Radius: 55
Cost: 100 / 110 / 120 / 130 / 140
Cooldown: 90s

Extended Build

Alternative items

Notes Bancroft's and Typhon are the base of the lifesteal, with Soul Gem and Rejuvenating Heart basing the team heal aspect, and synergizing with the other two. So we want to keep them intact. This leaves just Myrddin's as a swap out target. Age's MP5, Power, and CD fills in gaps left going lifesteal, so we want to keep that.

The biggest issue with this ultimate lifesteal build is a lack of MP5. Pendulum of Ages helps a tiny bit with that, but with 40% CD you will not have sustain beyond autoattack. There is not a single lifesteal item that has MP5 attached to it. We can help that by substituting in Rod or Doom Orb. As both of these have penetration, we can sub these for Myrddin and just lose the 10% CD ending up with 30% CD and 30% penetration.

To add some anti-heal and be better able to go toe-to-toe with some lifesteal hunters, we may need to add divine ruin (offensive healing reduction) or Pestilence (aura and defensive reduction) - or both (if we need to be really nasty about it). However, neither has MP5, so we would be compromising core aspects of the build, but that may be needed at times. At least with Divine Ruin the 15 straight penetration is roughly equivalent to the 10% on Myrddin's (better against squishies, worse against tanks).

In addition, given our MP5 issue, we could go with The Alternate Timeline instead of Pendulum of Ages at 20. This drops power and CD, but CD doesn't have much value if we don't have mana. It does add some decent defense and the 6 min proc. Granted a large portion of the time the proc happens with most of the enemy team around and they just wait for it to finish and kill you, but there are always tradeoffs...

Notes

Bancroft's and Typhon are the base of the lifesteal, with Soul Gem and Rejuvenating Heart basing the team heal aspect, and synergizing with the other two. So we want to keep them intact. This leaves just Myrddin's as a swap out target. Age's MP5, Power, and CD fills in gaps left going lifesteal, so we want to keep that.

The biggest issue with this ultimate lifesteal build is a lack of MP5. Pendulum of Ages helps a tiny bit with that, but with 40% CD you will not have sustain beyond autoattack. There is not a single lifesteal item that has MP5 attached to it. We can help that by substituting in Rod or Doom Orb. As both of these have penetration, we can sub these for Myrddin and just lose the 10% CD ending up with 30% CD and 30% penetration.

To add some anti-heal and be better able to go toe-to-toe with some lifesteal hunters, we may need to add divine ruin (offensive healing reduction) or Pestilence (aura and defensive reduction) - or both (if we need to be really nasty about it). However, neither has MP5, so we would be compromising core aspects of the build, but that may be needed at times. At least with Divine Ruin the 15 straight penetration is roughly equivalent to the 10% on Myrddin's (better against squishies, worse against tanks).

In addition, given our MP5 issue, we could go with The Alternate Timeline instead of Pendulum of Ages at 20. This drops power and CD, but CD doesn't have much value if we don't have mana. It does add some decent defense and the 6 min proc. Granted a large portion of the time the proc happens with most of the enemy team around and they just wait for it to finish and kill you, but there are always tradeoffs...

Build Item Calamitous Rod of Tahuti Calamitous Rod of Tahuti
Build Item Doom Orb Doom Orb
Build Item Divine Ruin Divine Ruin
Build Item Pestilence Pestilence
Build Item The Alternate Timeline The Alternate Timeline

Relics

Notes Relics are always interchangeable. The standards of Beads and Aegis are always good, but I prefer a little extra movement speed from Wings. It's unfortunate they went with the root version when they combined them for mages, as this usually favors tanks (I'm rarely close enough to root the enemy if either attacking or trying to flee), but both Wings and Shell benefit any team members as well as you, while Beads and Aegis are only individual.

Teleport is also an option, though except for Conquest, it has less value (almost none in Assault/Arena).

Notes

Relics are always interchangeable. The standards of Beads and Aegis are always good, but I prefer a little extra movement speed from Wings. It's unfortunate they went with the root version when they combined them for mages, as this usually favors tanks (I'm rarely close enough to root the enemy if either attacking or trying to flee), but both Wings and Shell benefit any team members as well as you, while Beads and Aegis are only individual.

Teleport is also an option, though except for Conquest, it has less value (almost none in Assault/Arena).

Build Item Temporal Beads Temporal Beads
Build Item Entangling Wings Entangling Wings
Build Item Phantom Shell Phantom Shell
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Persistent Teleport Persistent Teleport

Shards

Notes Standard options for Mages and Hunters for Shards will typically be Golden Shard (AOE for Minions/Camps), Sturdy Shard for defense (helps the team also), and Wing Shard for extra chase/escape or some early burst DPS. Given the refresh timer on Wings I have generally been choosing the new Golden or Sturdy shard in Season 11 so far, as they are passive and automatic, but may occasionally snag Wings.

Vision could also be an interesting choice on lane modes.

Notes

Standard options for Mages and Hunters for Shards will typically be Golden Shard (AOE for Minions/Camps), Sturdy Shard for defense (helps the team also), and Wing Shard for extra chase/escape or some early burst DPS. Given the refresh timer on Wings I have generally been choosing the new Golden or Sturdy shard in Season 11 so far, as they are passive and automatic, but may occasionally snag Wings.

Vision could also be an interesting choice on lane modes.

Build Item Golden Shard Golden Shard
Build Item Sturdy Shard Sturdy Shard
Build Item Wing Shard Wing Shard
Build Item Vision Shard Vision Shard

Update Notes:
1. No changes to the build for 11.2. The minor mage item changes don't affect the goals here.

---
As I post this, it is a test build, but fared just fine in some test runs in Arena. As there are few season 11 builds up for her at this time, I decided to share. This general build should be transferable to most other mages, and might be very good in Assault mode, though in any mode you would have to watch for anti-heal items and perhaps pick your battles as a result (1v1 vs. someone with Divine Ruin and Pestilence may go poorly). Regardless it allows healing from minions/camps, and builds plenty of magic power, with decent CD and penetration, though limited MP5.

It feels very appropriate to have a nature-based god both lifesteal and team heal. This build attempts to do that to the max given the new Season 11 lifesteal boost against gods and the higher season 11 cap (70 for magic, 80 for melee). This doesn't turn Persephone into a 1v1 mage really, much more she wants a teammate or two (or 4), as support, from my trials so far. While minion/jungle lifesteal was cut to effectively 75% of what it was, with the higher cap and new passives, this build is still gets at least close to where it was in Season 10.

There are synergies with several of the lifesteal items here. Bancroft's adds more power and lifesteal as health drops, Typhon's adds 15% more healing from all lifesteal, and extra power (105 power at the 70% lifesteal cap), and then Rejuvenating Heart adds another 33% healing to both yourself and nearby teammates from your lifesteal - though note this passive only applies to god damage, not mobs, leaving them a personal and decent, but more limited healing source.

The build hits 57% lifesteal at full health, and overcap (72/70) at 40% health or less. With the 15% extra heal from Typhon and 33% from Heart, that's 84% to 103% effective lifesteal, possibly a bit more depending on how the passives interact. Meanwhile the team gets 33% of god damage lifesteal, plus the Soul Gem procs, if they are close enough.

We don't have huge tradeoffs to achieve this, with full build at 40% CD, but only 30% penetration and no straight/raw penetration, and no movement speed bonus, except that mana regen is quite low, as no mage lifesteal item has MP5. I haven't done a ton of testing with the build, and may swap out Myrddin's for Rod of Tahiti or Doom Orb permanently in the future (see alternative item notes).

The MP5 issue can be mitigated a bit with teammate buffs, and with the Nimble Bancroft's giving more attack speed as a low sustain damage source for minions, etc.

I highly recommend getting the mana buff whenever possible with this build.

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League of Legends Build Guide Author LightCC
Persephone - Nature's Regrowth (11.2)
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