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Deathbane is the priority as it will be your main damaging ability, camp clearer aswell as a useful dash.
You'll want to get Cobra's Kiss next to Madness enemy's however as leveling it further on doesn't increase Madness duration and only its damage, its better to prioritise Ambush over this As its better for damage.
Upgrade Last Breath whenever possible to maximize its crit chance aswell as damage.
Tap each threat level to view Serqet’s threats
Serqet is an amazing Jungler who benefits from high mobility and glass cannon damage. She has one of the most synergetic kits for the jungle role as her movement is near unmatched and her damage is great for headhunting.
Serqet has two 'dash' abilities which allows her to focus on her damage without worrying about survivability. Her speed is her escape and her attack.
Her playstyle revolves around clearing camps quickly and rotating constantly with her mobility to pump gank numbers. She's best used to passively seek opportunities rather than setting up ambushes. Keep her moving, don't wait for the moment, let it come to you.
Again, don't find yourself sitting in prolonged lane fights early game, she doesn't have viable ranged attacks as her cobra's kiss ability is designed for other uses.
Basic Attack:
Serqets first two attacks are single target and third is an AoE. If Serqet pauses for a moment during this sequence, it will reset. (This is important to know when clearing camps, use your basics on the large monster and every third attack will damage the other two for you). This is also why it works well to have golden shard as your started for camp clearing early.
Passive: Catalyst
Serqet's 1st, 2nd & 4th abilities apply temporary poisons to the gods they hit. They can be identified as a teardrop above the gods health bar. While the poisons are active, serqet basic attack damage is buffed depending on how many poisons are active on the god. This is why its good to engage with your blink or 3, hit your 2 followed by 1 to apply the first two poisons, use your 4 to apply the last poison and consume all three, followed by maximum damage output basic attacks.
2 Poisons: (+70% of physical power) + 5% of targets health as physical damage
3 Poisons: (+100% of physical power) + 10% of targets health as physical damage
Ability 1: Deathbane
This is your primary damaging ability, your escape and your camp clear. Serqet will dash three times in a zigzag shape that can be stretched or compressed. Each time Serqet hits a target on a dash she will do damage. For maximum damage, compress the line and use on a target (i.e a camp) to hit the target 3 times. For spread damage (i.e a lane wave) stretch the line out and pass through a larger area but likely hitting targets once. This is great for fast travel and escaping. Deathbane will apply a lingering poison.
IMPORTANT: Please note that Deathbane can crit. Which is why she utilizes her crit items so well.
Ability 2: Cobra's Kiss
This is one of her most versatile abilities. Cobra's Kiss is Serqets only ranged ability but please do not confuse this for damage purposes or dare to use on minions and camps.
Serqet will fire two disc blades a small distance in front of her dealing damage on each hit and applying a lingering poison.
When a god is hit by cobras kiss it will lure them towards you temporarily, negating their ability activation and forcing them to basic attack. This is great for opening and following up with Deathbane for easily landing all three dashes.
If the god is near their ally when hit, they will attack the ally and not Serqet. If Serqet can hit two different enemy god they will attack each other. Again this is great when fighting two enemies as they will be drawn together and set up a good use of deathbane.
Other uses include using it to escape a fight. Hit an enemy that is tailing you so they attack their ally while you make your run. It's also great for pulling gods under tower.
Ability 3: Ambush
Ambush is a solid ability and does exactly what it says on the tin. Upon activation she will lock herself in place and become invisible to the enemy (Unless they see you do it of course or if they come within a small radius of you). While crouching she can jump up to 55 meters and deal AoE damage for enemys within 15 meter radius of her landing.
This ability is a great opener, closer and escape. Its great for jumping walls also.
Use this ability to open a fight, like a camp or your unfortunate enemy god. Its not great in the middle of a fight unless you're escaping. It is also great for securing a kill that nearly gets away, like if a near death god dashes away from you in retreat.
Note: Ambush DOES NOT apply a lingering poison.
Ability 4: Last Breath
Last Breath is Serqets ultimate ability. It is single target but has the potential for multiple.
Serqet will Leap onto an enemy in front of her and apply the last breath poison. While doing so the enemy will be stunned and be thrown in the direction serqet faces immediately after. While carrying out the ability, serqet gains 50% Damage mitigation.
The last breath posion deals true damage over the next 5s and prevent all healing. This is the only poison that doesn't need basic attack to deal damage.
If and enemy dies while the last breath poison is still lingering, they will explode, applying the posions enemies in radius. This is what gives the ultimate the potential to be worth 5.
Last breath is also great for throwing enemies into the heart of your team or even under tower.
Rotation
Standard open will be to engage with Ambush, follow up with cobras kiss to hit 1-2 enemies depending of whether it is a 1v1 or a 2v1. While the enemy god(s) is(are) drawn to you(or each other) hit all three strikes from Deathbane. You should have at least 2 Lingering poisons on your enemies at this point. Depending on the situation, if they are low on health, follow up with basic attack that will be amplified by the poisons to finish the job. If they are still high on health, carry out last breath to apply the third poison and stun them again and follow up with basic attacks for maximum damage. If the enemy luckily escapes at this point with a dash; your Ambush should be off cooldown by now to chase them and repeat process with cobra's kiss to start over.
Camps
Clear camps with Deathbane. Open with Ambush for a faster clear.
Plant yourself at the red camp and pull towards yellow (meeting your fellow mid) as you are pulling, backpedal while authoring to get the first couple out of the way (this will be quick due to your golden shard and auto-attack AoE on the third hit. Finish immediately with your 1 to clear and obtain your Yellow Buff.
Make your way to the second yellow buff (your mid should help you by throwing a single ability before making their way to lane) and clear this camp quickly with your 1.
If you have gone the aggressive starter (dagger, not mace) you'll have higher damage and clear quicker. The reason for the aggressive starter it to get to their xp camp before they do. Clear your xp camp with just auto attacks backpedaling while you do to centre xp camps, making sure to save your 1.
Immediately after clearing charge to their xp camp, if you were quick enough they'll be halfway through it. Make sure you take Cobra's Kiss as your second ability and open with it, secure your 1 for maximum damage, and finish them with well-placed auto attacks.
If you went the Safe starter then instead of invading, go straight to mid lane to help your mid.
Pros
When fighting
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