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Scylla Is A Jungle Monster

1 2 11,551
by CyberSpero updated May 5, 2020

Smite God: Scylla

Build Guide Discussion 6 More Guides
Tap Mouse over an item or ability icon for detailed info

Scylla Build

Starting Build

Notes You will start building your Book of Thoth first to get your stacks sooner. With the speed buff you won't be missing the movement speed from boots.

Notes

You will start building your Book of Thoth first to get your stacks sooner. With the speed buff you won't be missing the movement speed from boots.

Build Item Assassin's Blessing Assassin's Blessing
Build Item Spellbook Spellbook
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
Build Item Purification Beads Purification Beads

Final Build

Notes The point of this build isn't to utilize the lifesteal, it's to stack the effect of Typhon's fang with the effect of Book of Thoth to maximize your magical power. Don't worry about the enemy countering with antiheal.

Notes

The point of this build isn't to utilize the lifesteal, it's to stack the effect of Typhon's fang with the effect of Book of Thoth to maximize your magical power. Don't worry about the enemy countering with antiheal.

Build Item Book of Thoth Book of Thoth
Build Item Shoes of the Magi Shoes of the Magi
Build Item Polynomicon Polynomicon
Build Item Spear of Desolation Spear of Desolation
Build Item Typhon's Fang Typhon's Fang
Build Item Soul Reaver Soul Reaver
Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet

Situational Variants

Notes Games are obviously situational. These are a few items to switch into your build should circumstances call for it. If your team falls behind build defensively. If they have healers build Divine Ruin. Common Sensical building is the key to victory.

Notes

Games are obviously situational. These are a few items to switch into your build should circumstances call for it. If your team falls behind build defensively. If they have healers build Divine Ruin. Common Sensical building is the key to victory.

Build Item Divine Ruin Divine Ruin
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Stone of Fal Stone of Fal

Scylla's Skill Order

Sic 'Em

1 X Y
Sic 'Em
2 9 10 11 12

Crush

2 A B
Crush
1 4 6 7 8

Sentinel

3 B A
Sentinel
3 14 15 16 17

I'm a Monster

4 Y X
I'm a Monster
5 13 18 19 20
Sic 'Em
2 9 10 11 12

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 8

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
3 14 15 16 17

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 13 18 19 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

Scylla Threats

Tap each threat level to view Scylla’s threats

Max
1
Major
1
Even
0
Minor
0
Tiny
0

Introduction

Welcome to the definitive Scylla Jungle guide! The items in this build I've been using since season 6. Most of them haven't undergone many changes so the build is set to work out well in the future.

Items

As I highlighted in the notes of the build, don't worry about the enemy counterbuilding antiheal. The point of this build isn't to utilize the antiheal, that's just an added bonus. The point is to take high advantage of maxing out Book of Thoth and Typhon Fang's passive abilities to boost your magical power.

With Bancroft's Talon in the build it's very likely you'll see your MP hit into the 900's. Otherwise it will sit around the 750-850 range.

Team Work

Scylla is a mage, as such she is susceptible to most assassin's. Your role as a jungler is to come in the backline and disrupt the enemy mage and adc; however, because of Scylla's range and the way her Crush(2) works, it's extremely possible to stay in the midline with your mid and adc to keep yourself out of harm's way. NEVER go ahead of your frontline. Even with all of the lifesteal in the world you will not survive multiple abilities.

Utilize your Sic 'Em(1) at max rank to root as many enemies in a team fight as possible.

Lastly, I'd like to talk about Scylla's ult. It's one of the best and most versatile ults in the game. While it doesn't offer anything in the way off CC, it is extremely daunting and is a great way to zone enemies out of a fight. Likewise, it can also be used to engage(though not highly recommended). Nothing is as great for your team as going into a team fight with the enemy jungler already missing 2/3 of their health. Most often what you'll be using your ult for though is cleanup, especially as the jungler. Hit that reset as much as possible to keep the damage rolling. If you the engagement starts to tilt, use the movement speed to escape the situation and reset.

Pros / Cons

PROS

    You're maxing out your Magical Power, everything you do(including basics) will be hitting HARD.
    Being in the jungle, your sentinel will be extremely useful in helping your team early game know enemy locations.
    Unlike most assassins that rely on a good early game, Scylla scales exponentially into a late game monster. Even if the early game isn't going exceptionally well, your late game will be worlds ahead of the enemy's.

CONS
    Scylla is extremely squishy.
    Once she is on cooldown, she doesn't bring much to the fight.

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1
Kriega1 (143) | May 4, 2020 4:59am
You don’t need Bancrofts in this build, trade it out for Deso/Divine or Obs Shard.

>With Bancroft's Talon in the build it's very likely you'll see your MP hit into the 900's. Otherwise it will sit around the 750-850 range.

Which means with red buff or power pot or fire giant buff you will be overcapped, meaning you can get Spear of Deso instead due to its flat pen.
2
WhiteWolfx71 | May 11, 2020 8:47pm
the 900 magical power cap isn't a hard cap, to my knowledge. The cap only limits the amount of magical power you gain directly from items, not their passives (such as Book of Thoth, Bancroft's, Typhon's, etc.)

Correct me if I'm wrong though
2
Devampi (105) | May 12, 2020 12:01am
It's pretty much what you said, only items flat stats will never provide 900 anyways
3
Branmuffin17 (400) | May 11, 2020 8:52pm
There's no power cap, or it's above 900.

From SMITE Wiki:

Power is the statistic used by all gods to increase their damage output and potency of their abilities. Abilities tend to have a Power percentage scaling, and so do a god's basic attacks. Most gods start with 0 Power and increase it by acquiring items or with certain abilities. Gods are restricted to one kind of Power: Physical or Magical. Hunters, Warriors and Assassins use Physical Power while Guardians and Mages use Magical Power. Gaining a boost for the opposite kind of Power has no actual effect on the god. There is also a neutral Damage buff that provides a direct Power bonus to the god that picks it up. While looking at the scoreboard, the Physical Power and Magical Power progress bars cap at 400 and 900 respectively, but the actual stats are not attached to this (which means gods can have over 400 Physical Power and 900 Magical Power).
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1
CyberSpero | May 5, 2020 7:28am
Interesting take and great point. I was debating adding more pen into the build. I'll go with your advice here then! Thanks!
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League of Legends Build Guide Author CyberSpero
Scylla Is A Jungle Monster
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